Hey everyone,
This is my first time sharing any art work on here. Exciting stuff.
Anyway, I'm working on the following piece for my class. I have to model everything myself, so no Speed Tree or default UDK foliage.
This is representative of about 3 or 4 days work so far between classes. Screenshots taken from Marmoset.
LATEST UPDATE
WIP in UDK
Latest Render in Marmoset
Thanks a lot for any comments and crits!
Replies
Choose that one and post up an higher rez image, I think the wood's specular might be breaking the feel of the material, but cannot be sure (at least the one in UDK).
I'll be making a video tutorial on how I achieved the water for later on. I'm planning on doing some vertex painting with it as well to achieve some cool effects, so it should be fun to show off when its 100% complete!
maybe you should take another look at your barrel there. you could probably do the opening as a floater (with less sides then you have at the moment) and loose many of those tris on the top side of the barrel itself...
Any feedback to help me improve my models or textures for the foliage would be great.
You're absolutely right about the barrel. I hadn't seen that other thread before, so its interesting to see something comparable. Certainly gives me some thoughts on how I can improve a few things.
Of course! I also mess around with a lot of the default settings for the Polaroid look, such as the contrast, master brightness, etc. I definitely think its the best looking post process effect they have in there.
I really worked on changing up the water shader. I wasn't super happy with how it was before. I wrote a new shader from scratch, but I'm not convinced its perfect either. I think I'm going to compare the two shaders and look at what they do well and figure out a way to combine the two to get the look I'm going for.
You need to create bushes to help the density of the scene, scale the trees a bit different and have more variations by just tweaking the low-poly model to different heights and bends.
The waterline needs to be broken up with like bigger rocks and smaller riverrocks, maybe some water plants as well.
When propping out the scene you might want to think what they're doing there, might just be a stop for other smaller boats going down the river. But maybe put in some proper roads with some fencing. And get some more colors in there, like boats with different color-variations.
Really nice work so far
Thanks a lot Chris, I was really hoping you would post on here! Your work is amazing and is a constant source of inspiration.
I'm going for a bit of surrealistic look - its not supposed to be 100% realistic, and yes, its definitely a little bit more "cartoony" than I may be aiming for. I do need more foliage variations and that is something I'm working on, as well as more rock models and such. I've also got a boat I'm working on slowly.
Thanks so much for your feedback.
As far as constructive crits the only things I would mention are firstly, the wooden crate doesn't look practical in terms of its construction. The side walls are set a little too far in for my eye.
Second, The rocks seem a bit plain shape wise and a little more like metal than stone with that bright specular.
The tires on the pier are a really nice touch btw. :cheers:
Thanks Mango, you're right about the specular being too much. I fell into the trap of doing what looks cool, not what looks right. I think seeing it all shiny made me too excited! :poly121:
I think the crate definitely needs a few adjustments, and luckily pushing the polygons out on the inside isn't going to be difficult. Thanks!
There's no contrast there and the shadows don't seem very promenant
I appreciate the criticism, and it is very much a WIP. Could you be a little more specific in what I could do to improve my lighting? What would make the scene more interesting to you? Thanks.
Thanks, I definitely understand what you mean and that's something I am struggling with at the moment. Once I finish all my assets and get them into Unreal I'll be focusing on improving the lighting and overall composition of the scene more.
Are there any particular tips or suggestions you have as to how I should improve the lighting? In the current shot all the shadows are facing away and being somewhat blocked by other objects, and my foliage shaders are not properly set up so there is still an issue there.
I decided to create a nice looking sheet for my rocks and foliage. Made a few updates to both, tried to give the rocks more form as well as made another one.
I know the lighting has been mentioned already, just wanna say that the image looks a little flat to me. The colour palette is quite monotonous. Maybe change the skybox for a blue one, to break up the horizon? Perhaps add a boat in the river, like red or something, gives it a focal point and creates depth.
I really like the water shader. Of course, everything I've said may go against your concept, it's just my observations. Keep it up though, should look awesome when it's done.
Yes, the color palette is a big issue right now. I definitely need to break it up a bit more, and the jungle really doesn't feel like a jungle. It lacks the depth that's needed. It's coming along, slowly, but its coming along.
Thanks for your crits and feedback.
Yeah, I'm definitely having trouble getting them up to the same visual level my other assets are at. Foliage is tough, especially when I don't have good reference and I'm basically relying on CG Textures to help me find my way.
The post processing is in need of some major work. I realize its way too blown out at the moment.
With regards to lighting, you could try getting in some classic complimentary colours, such as making the sunlight a bit more yellow or orange and the shadows a deep blue (View > World Properties > Lightmass > Environment Colour).
Generally, outdoor shadows are the colour of your sky as that's what slightly illuminates the areas the sunlight doesn't directly touch.
As well as this, maybe moving your light source slightly to the right would help make shaded areas a bit more distinct.
Additionally, I think two of the main factors that should contrast in your scene are the sky and water - both of which I think would work well being a nice blue.
At the moment they are a bit grey and brown.
Perhaps hand-painting a beautiful deep sky as well as adding some colour to the water manually would have a good impact?
I hope that helps
Yeah, it really helps! Thanks so much. I love your underwater scene, and your feedback definitely helps. I'll definitely do what I can to pump up the sky a bit, and the Environment Color option really helps. I was always looking for that but couldn't remember where it was. I'll try and improve the contrast and overall colors in the water. It's supposed to be a bit dirty and mirky, but I do want to maybe punch it up a bit more.
Then again it all depends on what you're going for. I'm not a fan of the default UDK sky settings, but then again, skyboxes have always been one of if not THE first thing I do in a level. For me it helps cement the immersion while working.