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The Division Environment "FINISHED"

polycounter lvl 6
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Droswing polycounter lvl 6

Lets do this!

Whats up Guys?!

I'm very happy to introduce you my new Project, I have bought the division game (yeah i know i'm late  :p ) at the promotionnal Chinese New year and  when i have launched the game one of the first environment i have seen and be hyped by it, it's an underground environment.

A simple work but very effective.

I will try to update my work every days.

Feel free to help me with feedback :)

My linkedin : https://www.linkedin.com/in/simon-mermet-mear-9ab066b1/

My artstation ; https://www.artstation.com/droswing

First her is my reference :









Replies

  • Droswing
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    Droswing polycounter lvl 6

    UPDATE 01

    This morning I have worked on the my pipeline process and i have established my milestone, for the moment i have to finish all the modelling and unwrapping in two week.

    And This afternoon i have made the blockout and started to create the props  and check the scale on unreal engine.

    You can see some screen of the props and the blockout view.
    See you tomorrow !!!! :)




  • Droswing
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    Droswing polycounter lvl 6

    "WIP 02"


    Today i have worked a lot on high/lowpolt props,

    --Bottle

    --Trash

    --cardboard 

    and try some bake to etablish a better workflow for the texture.

    can't wait to texture it. ^^

    See you tommorow !!!! :smile:




  • Droswing
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    Droswing polycounter lvl 6

    "WIP 03"


    Today i haveincluded more props

    --Broken cardboard

    --Gas bottle

    --Platic box

    ​--Cable and pipe

    and try some bake to etablish a better workflow for the texture.

    can't wait to texture it ^^

    See you tomorrow and happy valentines days !!!! :)



  • Droswing
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    Droswing polycounter lvl 6

    "WIP 04"


    Today i have included checked the size in unreal and unwrapped more props

    --Security camera

    --more pipe

    --some projector

    And try some bake to etablish a better workflow for the texture.

    Always the same thing from the start nothing new just modeling and unwrapping xD

    It's Weekend !!!!!! i don't know if i'm gonna make new post this week so it's a surprise :D


  • Dreyzie
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    Dreyzie polycounter lvl 3
    Just dropping in to say I'm enjoying the progress so far. I've never played The Division, but I've always loved the art direction.

    Also for the cloth and trash bags, are you using Marvelous Designer or just your modeling package?
  • Droswing
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    Droswing polycounter lvl 6

    Dreyzie said:
    Just dropping in to say I'm enjoying the progress so far. I've never played The Division, but I've always loved the art direction.

    Also for the cloth and trash bags, are you using Marvelous Designer or just your modeling package?

    Marvelous Designer are better for this type of work :)
    And thanks you !
  • Droswing
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    Droswing polycounter lvl 6

    "WIP 05"


    Today i have included checked the size in unreal and unwrapped more props

    --electrical generator

    --shelf with variation

    --cart with variations

    the modelling and texturing are finished soon so in the next few days i'm going do start the texture :D

    see you tomorrow !!!




  • kwagner
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    kwagner polycounter lvl 5
    Looking good so far! Can't wait to see how it progresses.
  • Droswing
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    Droswing polycounter lvl 6
    kwagner said:
    Looking good so far! Can't wait to see how it progresses.
    Thanks you !
    Hope i'm not gonna disapoint you :smiley:
  • Droswing
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    Droswing polycounter lvl 6

    Today i have included checked the size in unreal and unwrapped more props.

    And I have strated to work on decals :D (yeeeaaaahhhhhh texture time's !!!!)

    --electrical panel

    --door

    --cart with variations

    --street decals

    see you tomorrow !!! :)










  • Droswing
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    Droswing polycounter lvl 6

    Today i have started to make a better blockout with the assets and strated to make the general texture of the environment

    --floor material

    --ceiling material

    --wall_material

    --Advanced blockout

    see you tomorrow !!! :)





  • Droswing
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    Droswing polycounter lvl 6

    Hello !!!

    At last one week i have posted anything, sorry I have been very busy ^^

    So i have take the time to work on the texture of some props :

    -Cardboard

    -Pipe

    -Plastic barrels

    -Plastic crates

    -Gas bottle of different size 

    -Multiple bottle

    -Lader

    -Shelf

    "All the texture made are not finished they can be changed in the next couple of week if it nit fit correctly on the global render"

    i have worked a little bit on the level art, prefab and the lighting and i don't know if i make a normal lighting or a scary lighting partially in the dark, what did you think ?

    See you tomorrow :) !!!!!!








  • Droswing
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    Droswing polycounter lvl 6


    Hey Polycount !!!!


    2 week i haven't posted anything, i take my daily post challenge seriously :p

    No seriously the scene have advanced a lot i'm at ~80% of the total work.
    The last 20% would be consacred on lighting/post process/decals and polish the final work.
    I'm pretty happy of the global work.
    If i have the time (sight) i would like to make a second lighting like Resident Evil 2 Remastered, i loved the global lighting of the game.

    So if you have some Critics for my work feel free to comment :)










  • Dreyzie
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    Dreyzie polycounter lvl 3
    The assets are looking great so far. Although, I think the main hallway is a bit too cluttered. Judging by the power generators, I assume the hallway is still going to see some foot traffic which would end up knocking all of that debris against the wall or into corners. 



    In my opinion, this blockout you posted earlier is the perfect amount of clutter for the hallway. Still looks messy and abandoned, but at the same time not as visually noisy. It gives your eyes a place to rest.
  • ziwuxin
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    ziwuxin polycounter lvl 7
    Lighting need to improve a lot, you can see your scene have a lot of black color, which that need to be some environment rim lights.
  • Droswing
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    Droswing polycounter lvl 6
    Thanks you @ziwuxin and @Dreyzie for your feedback i have modified the scene and make some change
    -adding props
    -modified and improve the lighting
    add watter drip on the wall with vertex painting

    Her is some screenshot :):smile:





  • Droswing
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    Droswing polycounter lvl 6

    Final Render !

    her is the final result of 4 week of intences work :)

    The scene have been rendered in Unreal Engine 4
    All the light are baked except the directionnal light for the lamp, in game mode the fps count are between 90 and 110 fps

    All the software used :

    • -Autodesk Maya
    • -Marvelous Designer
    • -Substance painter/designer
    • -Zbrush
    • -Xnormal
    • -Photoshop
    • -Marmoset toolbag

    Can you give me some feedback for the final render ?

    Hope you like it :p




  • wirrexx
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    wirrexx ngon master
  • Corderoch
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    Corderoch polycounter lvl 5

    Hi

    Your work is very cool! 

    But I think there is a problem with your lighting. 

    In your reference, every light has is importance to make the scene realistic and logic.


    And in your scene, we can see big neon, but they don’t project any light, or the area of light are too small for the biggest neons










  • Droswing
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    Droswing polycounter lvl 6
    Thanks @wirrexx :smile:

    @C@Corderoch yeah after some day without see my work and when i come back see it for a better and a fresh vision, yes some light are her but not present in the lighting it's weird. i will modify it when i have the time, to make a better result. ;)

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