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[WIP][UE5.3] Forgotten Waters

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Gautham_V triangle
Hey everyone I have been working on my final major project for my Masters in Game arts. Here is how the scene look right now with some of the references i have been using. 
I am open to any critiques that you guys may have upon the scene. Thank you!!

the scene is mostly inspired from the amazing concept art from Marina Ortega Lorente
Artwork: 
https://www.artstation.com/artwork/6NbxBx 
Old Village_Sons Of The Forest
This being the main concept art, I made some initial block out 

After which I started sketching out the modular pieces which I used for making the modular pieces for the wooden structures.

I wanted to make the wood parts of this so I can more easily make the modular parts
With this low poly I was able to sculpt out some high poly with medium details (without wood grain since I will add those later in texturing part) in zbrush.

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  • Gautham_V
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    Gautham_V triangle
    After making the wood pieces I made the modular parts for the project in Maya taking the decimated mesh from zbrush 


  • Gautham_V
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    Gautham_V triangle
    heres how the wooden structures look like now in Engine after assembling the modular parts


  • Gautham_V
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    Gautham_V triangle
    I made the intial landscape using gaea 

    I also made some of the tress and grass in Speedtree




    I was able to setup a pcg folliage setup in unreal engine to layout the scene.
  • Gautham_V
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    Gautham_V triangle
    Since I have made some progression in the environment, here are some updates . Here are some of the base pass assets which I will be putting into the scene. These includes net and clothes which I will be placing on the boat and various assets which will be placed around the river.





  • Gautham_V
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    Gautham_V triangle
    I started to work on the textures for the wood and leafs by scanning real life assets around me. I also made a designer asset which would help me out with simple grass blade and leafs.


  • Gautham_V
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    Gautham_V triangle

    Here is how the scene looked after importing the assets and textures with some initial lighting.




  • Gautham_V
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    Gautham_V triangle
    After a few more tweaks to adjust fps, lighting and overall visual I have been able to reach these renders.

  • Gautham_V
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    Gautham_V triangle
    Its been a while but I have finished up my scene for the current project progress. I may return to it at some point to model out the interiors. These are the final renders I have been able to land on after trying out multiple lighting setups.



  • Joopson
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    Joopson hero character
    Looks good!
    One thing I'll say though is, a lot of the image devolves into a kind of medium frequency noise pattern, between the water texture, the foliage growing on the tree trunk, and the dappled sunlight.

    I'd recommend lessening the water texture's intensity, normalizing the foliage on the dead tree, and removing a fair bit of dappling, and leaving some higher frequency dappling to draw the eye more, instead of now which kind of makes the whole image read as fuzzy or bumpy.

    A few of those tweaks will really make the final result shine, in my eye-- maybe worth addressing, if you aren't sick of working on this project yet! (I know I usually am by this stage)
  • Gautham_V
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    Gautham_V triangle
    Joopson said:
    Looks good!
    One thing I'll say though is, a lot of the image devolves into a kind of medium frequency noise pattern, between the water texture, the foliage growing on the tree trunk, and the dappled sunlight.

    I'd recommend lessening the water texture's intensity, normalizing the foliage on the dead tree, and removing a fair bit of dappling, and leaving some higher frequency dappling to draw the eye more, instead of now which kind of makes the whole image read as fuzzy or bumpy.

    A few of those tweaks will really make the final result shine, in my eye-- maybe worth addressing, if you aren't sick of working on this project yet! (I know I usually am by this stage)
    Thank you! Although this was for my final year project I do plan on improving it a bit after my graduation if possible. 
    But to clear my doubt, would I need to introduce new lights for higher frequency dappling or are you suggesting something else, sorry this is a bit hard to understand for me.

  • Joopson
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    Joopson hero character
    No, no need for new lights-- maybe shadow casters, i.e. invisible meshes that cast shadows. You can place them close to the houses, mostly, and your existing lights should do the work there.
    Just an example from google, but this kind of higher frequency dappling:

    As for how to lessen the existing dappling, that may be harder to do, if it's actually cast by trees that are in the shot. If they're off-camera it may be easier.
  • Gautham_V
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    Gautham_V triangle
    Joopson said:
    No, no need for new lights-- maybe shadow casters, i.e. invisible meshes that cast shadows. You can place them close to the houses, mostly, and your existing lights should do the work there.
    Just an example from google, but this kind of higher frequency dappling:

    As for how to lessen the existing dappling, that may be harder to do, if it's actually cast by trees that are in the shot. If they're off-camera it may be easier.
    Thank You for clearing my doubt, I will further look into this when I get back to this project later.

  • ZacD
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    ZacD quad damage
    You can also use light functions which are more powerful, but shadow casters would probably be easier to setup and control. Could use WPO to add a bit of animation if it doesn't alias too much. 
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