UE4: Warhammer 40K "City of Death" environment [FINISHED]

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BootScoot polycounter lvl 6
Hi Polycounters, I've been working away on this scene for far too long now and am looking for some feedback and critique as I finish it off.
I've built an environment that is based upon Games Workshops' "Cities of Death" model kit in UE4 I initially intended to build just one of the buildings, but it has grown into a scene. I've tried to make something that's representaive of that over the top claustraphobic/steampunk gothic style. There are a few lttle errors that have to be ironed out (a few screwy normal maps) but anyways here are a few shots. I've posted some more detailed breakdowns of the highpoly/lowpoly meshes on my artstaion page (check my signature), so feel free to check that out and let me know what you think!

Thanks

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  • WilliamB_Art
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    WilliamB_Art triangle
    The project is awesome mate! Some things i would point out:
    - I like the floor maps, but I think they look too clean, you know? I think some dirt would contibute a lot to their quality
    - And i think adding a minor flair on the red light areas would be awesome too.

    I don't think i have mutch more to say, besides that you're killing it!
    Hope to have helped you with my pointings, and hope to see this one finished!
  • BootScoot
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    BootScoot polycounter lvl 6
    Hi William, thanks for your suggestions. I agree that the floors are a bit too clean at the moment. I was planning on adding some decals of some dirt to break up the surface a bit and adding a few vents to make it all a bit more interesting. The flare is also a good idea. Presently I'm just focusing on getting the big features sorted out, before doing some finessing. Cheers!

  • BootScoot
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    BootScoot polycounter lvl 6
    Hi Polycount, I've a smallish update to share. These are a couple of decorative elements that will be used around the giant aquilas. I've yet to start doing the low poly of the lamp - I'll move on to that later today.
    I hope to have a more substantial update in a week or so.

    Feedback is again welcome!

  • BootScoot
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    BootScoot polycounter lvl 6
    Hello polycount, I've a bit of a bigger update to share. I've textured the lamp for the monument/shrine area and now have that hooked up and in UE4. The plinths have been reworked and I'm a lot happier with the result. I'm not sure what direction to take the rest of the monument area in, so I plan to head back to that area and resolve it.

    Presently I'm in the process of adding some pieces to break up the scene a bit.  I've had a few assets that have been sitting unused on my PC that I'd built for this project and have started work on the low poly of an interface that will be fixed to the industrial pillar. Here are a few shots.

    Let me know your thoughts.



  • adrxzero
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    adrxzero Polycount Sponsor
    Super digging this project! keep at it
  • BootScoot
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    BootScoot polycounter lvl 6
    Thanks adrxzero!
  • X3KJ
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    X3KJ polycounter lvl 5
    Good scene
    To get more of the spirit of 40k into the scene, i think it could be beneficial to have a more "grim dark" in the background. Environmental pollution is very common for example. A few high rise industrial silluettes in the background could add to that - spewing out nasty stuff into the air. This stuff in the atmosphere settles on objects over time, so that might be an idea for additional dirt. If you would like some visual inspiration for pollution, you could look for videos/images of Norilsk, a city in russia. For siluettes you could look for blast furnacesses (betlehem steel in US, or duisburg in germany) for example.

    What is most noticeable is that the brass is too 'pure' and even i think. Such metals will not keep their shiny surface for long. Brass will dull out ("tarnish") and will eventually oxidate when its exposed to rain (esp. acidic rain^^)


    Btw - if it interests you, we are looking for volunteer artists for our 40k mod project

  • BootScoot
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    BootScoot polycounter lvl 6
    Hi X3KJ, thanks for your input. I've seen those images of Bethlehem steel works - quite impressive. I've got some shots of some of those 40K industrial city scape miniatures and have thought about adding these to the scene, for the purpose of breaking up the skyline behind the wall.

    Regarding the brass it may be a bit uniform. It was darker and more tarnished earlier on, but I reworked it. I may yet retouch but I am a bit hesitant to do so as there is something like 20 odd meshes that have their own unique brass texture. I am happy with how it contrasts with the surrounding materials - I guess I was thinking of something like Bioshock as a stylist touch stone.

    These suggestions will have to go on the back burner as I'm currently adding some smaller elements to break up the scene. Yet again, thanks for your suggestions!

     Anyway, I've completed the interface from the previous post. Here are a few updated shots.


  • BootScoot
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    BootScoot polycounter lvl 6
    Hi, just thought I'd post these breakdowns of new meshes that I added. In regards to the copper pipe pieces, I used small modular pieces that could snap into place via the use of sockets. This allowed for very quick blueprint assemblage in UE4.

    Crits welcome!




  • Bostvic
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    Bostvic polycounter lvl 2
    Looks really cool! Great to see some WH40K environment stuff
  • BootScoot
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    BootScoot polycounter lvl 6
    Thanks Bostvic! I think there are quite a few fans of the 40K aesthetic around: it's pretty iconic.
  • adrxzero
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    adrxzero Polycount Sponsor
    This is some outstanding work dude! You nailed so much of it! I very much look forward to seeing this piece completed. 
  • Syrtax
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    Syrtax polycounter lvl 3
    Amazing work man! Really captures the feel and mood of 40k! 
    Takes me back to when I first brought a building piece and admired all those details you perfectly captured!
  • WilliamB_Art
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    WilliamB_Art triangle
    This is out of this world, mate! Great modeling and texturing, and the mood with the new lights is incredible. I'm really happy to see you finishing up this project, and I'm glad to say that it turned out awesome!

  • BootScoot
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    BootScoot polycounter lvl 6
    Thank you very much WilliamB_Art! There was a lot more I had hoped to add to this scene, but real life did get in the way. Given that I was working on a large wide-screen monitor and building an outdoor scene it did become a bit of a monster. I would love to have added some more mid and background elements to give the scene more depth. Retrospectively the use of trimsheets may have been useful, as I high poly modelled and then baked down to low poly almost all of the assets in the scene. Anyway you live and learn, right?

    I'm happy enough with the result and it is complete enough (I think) to move on. Cheers!
  • Bletzkarn
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    Bletzkarn polycounter lvl 3
    lots of really amazing work.
  • BootScoot
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    BootScoot polycounter lvl 6
    Thank you, Bletzkarn.
  • BootScoot
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    BootScoot polycounter lvl 6
    Hey Polycount, for those of you that are interested I recently did a piece for 80 Level about how I approached building this scene.

  • adrxzero
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    adrxzero Polycount Sponsor
    Great work on your article! really enjoyed reading it
  • BootScoot
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    BootScoot polycounter lvl 6
    @adrxzero Thanks - glad you enjoyed it!
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