Diffused the lighting some more. Added a third vertex blended material. Added single layer water material with foam. Moved bits around to fit together better in the scene.
Finally had time to do some extra work on the crypt.
I finished the modkit, redid a big chunk of the materials I made earlier. Went ahead and adjusted the lighting some more.
It's starting to come together now. I need to do another pass on the background modkit as it doesn't quite fit how I want it to. But also need to finish the fencing.
It's been a minute since I touched this. Added quite a lot. Not sure if the gravestones don't repeat too obviously, should go and change them up at some point.
Replies
Previewing UE calibrated textures in marmoset was a dumb idea.
I forgot to put the final version in here!
I forgot to put the final version in here!
https://www.artstation.com/artwork/B3PJa8
Nice pumpking! Hehe. I like the colors. Man... I need to learn how to do materials 😅
Anyway, good job!!
Hey, thank you!
I'm currently working on this scene based around some industrial areas in my town. Slowly chipping away at parts when I have time.
Another progress shot
It's looking good so far! Are you using tileable materials to do the street/bricks?
Yep I am
Another scene I'm putting together, this time in UE5.
I have to work in 4 for the other project because I'm doing it as an example for students. So this is my way to experiment with 5 some.
Added some basic textures. Set up a fake isometric view and did some post processing.
Diffused the lighting some more. Added a third vertex blended material. Added single layer water material with foam. Moved bits around to fit together better in the scene.
Finished texturing the deck. Added some extra lights to bring out the specular highlights.
Materials I made so far for this.
Did the trees and another pass on the dock texture. Messed around with lights some more.
Made the boat and some small assets on the deck, moved trees around and rescaled them.
And I'm calling it done. Pretty happy with how it turned out. Video down here:
Since I was playing around with UE5 I figured I'd put the pumpkin in there too, Lumen is just incredible.
I really enjoyed making the first isometric enviro, so why not more?
Made some ground textures and grass cards. The emissive oscillates based on a sine node period.
Did some extra work on the example project for my students. It's been a pain going back to UE4.
Anyway I added the roof, expanded some of the side streets to fill up the view, added some more decals as I'm doing a lecture on them on Friday.
Added a fence to the side.
UE5 for comparison. Looks significantly better
some stinging nettles
I have been writing some tutorials in my spare time, since I hardly have time to make my own art:
Intro to Unreal Engine Master Materials for absolute beginners
Intro to Unreal Engine Material Functions:
Intro to Unreal Engine Parameter Collections:
Tutorial: Substance 3D Designer to UE Part 1 - Publishing .sbsar files:
Tutorial: Substance 3D Designer to UE Part 2 - Working with .sbsar files in Unreal Engine:
Tutorial: Why do Multiply and Divide work differently inside Unreal Material Editor? (and other software)
Tutorial: Intro to Deferred Decals in Unreal Engine + Transparency and ID Mask in Substance 3D:
If anyone bothers to read these and has comments or suggestions on how they could be improved please let me know here.
My aim is to write tutorials for beginners that are as simple as possible but still give a good overview of the subject.
Working on a modular set for a spoopy graaaaveeeyaaaard.
Being ill has its advantages sometimes...
expanded the modkit further
gonna sculpt some damage and weathering another day
bew blockout of the crypt, extremely sleep deprived
took a little break from work but now I'm back. Some WIP materials for the crypt scene.