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1900's Western Fields

polycounter lvl 11
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AtomicArmy polycounter lvl 11
So for the past couple of months I've been working on a UE5 environment mainly educating myself on different methods for specific results. basically I have everything done as far as main props and house, just mainly importing in UE5, clouds, mountains and sorts.

So here is a sample of my mountain modular terrain, created in World Creator:

Main Props:


Lastly the house:



Replies

  • Eric Chadwick
    This is looking sweet.

    Though it would be nice to avoid geometric repetition in the clapboard damage:


    Would a 40's house really have rain gutter covers? Seems like a modern thing.


    Also the end boards on the roof sides should have the grain running parallel, not vertical.


    Nitpicks though. Loving this.
  • Eric Chadwick
    Oh also, old functional-style window shutters are hung on the frame, not on the wall next to it.


    I know this because I live near Boston, and our house was built with fake plastic shutters that do nothing lol. So we ripped those down.

  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Thanks! This took awhile to create, but maybe I'll get faster. That's really the only thing that bothered me. And the nitpicks.  :)
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    You know I kept wondering that about the shutters. Lol the house that I live in has the shutters next to the frame and I went by that instead on the old houses. 
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Update: Started the main parts of the environment using large props and simple props for proportions and how the landscape will look. For the sky I'm using Ultra Dynamic Sky plugin, fences and roads SplineToolPro. Now just have foliage and extra landscape props for more detail. Almost got it done can't wait to finish lighting.












  • Ashervisalis
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    Ashervisalis grand marshal polycounter
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Update: Adjusted the lighting, added some wheat and fixed landscape materials. Now just have to optimize the foliage.





  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Update: Finished some foliage using SpeedTree for the first time. Really cool I must say and hopefully it'll spice up the environment and give a majestic look. Almost finished with my project that I've worked on for a really, really long time...







  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Update: More progress on environment, trying to get the roads to look right they still need adjusting for the hundredth time. Been having a time with them. Also added some more components to the landscape. I also plan on adding clouds to the Rocky Mountains. 




  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    I think your lighting is really blown out. Maybe drop the volumetric scattering in the directional light or the fog density, and decrease the directional light overall. If the scene becomes too dark, increase the skylight intensity. It's currently a bit difficult to read details in your scene.

    I'd also suggest to iron out some solid composition in your shots. Right now you got some neat assets, but its a bit difficult to figure out what I should be looking at in each scene. Stuff like leading lines, simplicity, contrast, focal points, that sorta thing. I'd suggest searching for photography references on Prairie Sunrise, Prairie Telephone Poles, etc, just for an idea on how to arrange a shot so it draws in people's attention more.

    Ref images for lighting;


  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Oh I totally agree with you on the lighting I'm just getting some quick renders with just a base lighting. Thank you for references, however, I'm going for a dusk sunset kinda like this: 
    As for compostion I plan on working on as I build the scene.
  • d1ver
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    d1ver polycounter lvl 17
    @AtomicArmy good start and could be something really cool.

    As far as your sky I suggest you find reference that shows the entirety of the lighting in the scene and not just the sky. Because even based from the image above you can see that you will need your ground to be exposed to pretty much black to capture these sky colors. Here are a few ideas:
    The Water Diviner_61504
    A United Kingdom_1468
    Mad Max Fury Road_33055
    You can find some good potential lighting options here:
    https://imaginemore.art/?library=Cinematic+Art&more=a5bd3bee65c3a22c2f72abedd2e872be&type=inspiration

    Separately I would highly suggest you lock in your cameras before doing any more work. Your lighting is going to heavily depend on your composition. And so will the amount of work and detail you need to put in your props.

    Let me know if you'd like a paintover when you have those ready.

    Best of luck! 
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Thank you for the feedback! I went ahead and changed the lighting to the images. Here are some quick shots:
    I kinda have a hard time with fog and still trying to learn how to render foliage. Feel free to paintover. :)


  • d1ver
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    d1ver polycounter lvl 17
    @AtomicArmy great progress! You've established a very solid base of light and color
    Now you need to nail down the composition for your shots to know exactly what you are showing and how.
    Terence Mallick's "Days of Heaven" come to mind for refence and Edward Zwicks "Legend of the Fall".


    Here is a whole bunch of searches you can use to find some solid compositional starting points
    https://imaginemore.art/?library=Cinematic+Art&more=15b19520bc27a64dab774878b4c726ab&type=inspiration 
    https://imaginemore.art/?library=Cinematic+Art&more=5661da62f7cc26c79a12d215bc40653c&type=inspiration
    https://imaginemore.art/?library=Cinematic+Art&more=f0ffc9cf18331e0f0d9ba18f049489b4&type=inspiration



    Once you nail the compositions we can proceed with the details and polish
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Thank you for the guidance! I'll will study composition and have an update probably in the couple of days. I know now I have to use more references.
  • d1ver
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    d1ver polycounter lvl 17
    @AtomicArmy you are welcome. Yes reference is a fantastic tool to plan and especially learn! Most people think artists just pull this stuff out of their head, but we only do that because we are so diligent at learning and absorbing the world and it's best example first.

    Keep it up!
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Okay after studying some composition think I got some better shots, still need to add more detail and need to place meshes. 



  • d1ver
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    d1ver polycounter lvl 17
    That's some solid progress @AtomicArmy
    I noticed you’re using a very wide aspect ratio for your shots. While that can be fun to explore, I’d advise against relying on it too heavily—especially for portfolio pieces. Most games are presented in a 16:9 (1.77) or 2:1 (2) aspect ratio, and art directors reviewing your work will want to see your ability to compose within that standard. It also ensures that viewers who don’t have ultra-wide monitors won’t miss out on the details you've worked hard to showcase.

    That being said if you are curious in the history of super wide aspect ratio I would highly recommend checking out How The West Was Won (1962)
    https://www.youtube.com/watch?v=MM_UUB6J-Fw
    As it is a fantastic master class in building wide compositions. You will see that more often than not they would either defer 2-3 focal points per image or just empty side spaces. Either way extremely educational for any artist and I'm a huge fan. 
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Hey D1ver! That is very interesting video you have there! I will change my ratios, but I'm kinda stuck... How would I increase the illumination on the mountains? Right now they're too dark.
  • d1ver
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    d1ver polycounter lvl 17
    Thanks. I loved that movie. I believe you can see the full thing on HBO. 

    For the mountains the easiest way it to make them brighter in the material. 
    But I'd wait a bit until the rest of the assets come together to start working on balancing it. 

    That being said your shadows look quite dark in general so I wonder if you just need to crank up the ambient light (skylight) in unreal. 
    Good luck! 
  • Rarendipity
    I just joined Polycount and am having my first look around. I, too, am developing a Western environment and was attracted to yours. (My world is a bit earlier, circa 1884.)

    I'm at the beginning of the development process. I'm creating a unique mining camp, a classic Western town bursting at the seams, and the ranches and farms in between. But enough about me.

    Seeing the evolution of your project has been impressive. You've made some great-looking models, and your scenes are coming together. Some tips for photographing a Western landscape you may want to try: 1) Have a focus, a 'subject', that single element that draws the eye. 2) Strict adherence to the 'Rule of Thirds.'

    'How the West was Won' in true Cinerama format must have been amazing to have seen in the theater. I've seen a lot of films at the Cinerama Dome in Hollywood, but nothing in the 3-projector setup. (Apocalypse Now and Terminator 2 were pretty spectacular in 65mm, Gone with the Wind, not so much.) And I'll toss in another suggestion to study for truly fantastic widescreen composition in a Western: The Sergio Leone/Clint Eastwood "Dollar" trilogy. I LOVE Leone's framing.

    Good luck with your project, I'll keep checking in.
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Hi Rarendipity! I'm glad you like my work! I've always thought western scenes landscapes grabbed my attention, especially the scene from "Saving Private Ryan" out west. I'm going to check out some these movies. :) Good luck with your project as well!
  • AtomicArmy
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    AtomicArmy polycounter lvl 11
    Updated lighting, foliage and sky:
    I still need to work on the house and distant meshes and foliage.


  • Rarendipity
    Looking Good!!! There is one more Leone Western you should look at. "Once Upon a Time in the West." The opening scene is a Masterclass.

    If you've got a sec. I've posted a rough/partial block-out for one of the areas of my Western project here on Polycount. (Every journey starts with a first step.)   :)
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