Greetings!
Here is the beginning stage of a personal project I am working on. I would love to share my progress and hopefully get some feedback from this awesome community.
Going for a dark fantasy tone with strong focal lighting and readable shapes.
My goal here is to take this scene I have built and take it into Unreal and make everything from scratch.
This early on in the process I'm simply thinking about composition and scale. So things are extremely loose. The Polygons are low, making it easy to manipulate.
I'll probably spend a few more hours in Maya building out this 3D sketch and then bring it into unreal where i can start adding some lighting and depth. This should help create some focal point(s).
I'm extremely excited to get this thing to the next phase and start to breakdown what the challenges I'm working out.
Again if anyone has any critique/ feedback it would be greatly appreciated!
I look forward to sharing more with y'all


-3dom
Replies
Would be good to add a few more cameras, help you flesh out the scene, see it “in the round”.
Thanks for taking a look
Def forgot to drop my mood board which is my compass and inspiration through this project.
The scene i am building is heavily influenced by these images here:
So its going to be a stylized scene for sure. Going to push myself with some new shaders to make the massive size of the trees work. And the one thing that i want to make look as good as possible is some fluffy moss. I've looked everywhere online for a good tut on that subject. And not a lot of luck but ill be doing lots of experimenting to say the least.
And thanks for the suggestion with the different camera(s). Ill think about some good spots where i can move it around.
One of the things I was trying to be strict about was finding a composition early and sticking to it. main reason for that is to cut back on the time it will take to make this.
This stage is not about polishing or spending too much time on one thing. The ideal thing for me to do is to stay focused on the whole scene and not get bogged down by the details.
Moving forward I'm going to get organized and start by doing a paint over that will help me do 2 things.
1) Its a great way for me to visualize where I am heading without needing to dedicate a ton of time.
2) It will help me breakdown the necessary assets required to build this environment to completion.
I've also been starting to buildup some tiling textures to go with this. Here is the moss texture so far -
I took this photo of moss recently, snow was still falling in Vermont, so maybe the moss looks more scrawny in cooler times?
Thanks Eric
Anyways im going to keep jamming on this in my spare time and will post updates as they come.
Also sorry about the quality of the gif. Id rather upload a video of the flythrough so its better quality, but for this stage it doesn't matter all that much. Ill probably add venmo links moving forward as secondary details and lighting becomes more of an important element of this project.
Or if anyone knows of a better way to post videos on polycount I'm all ears. Thanks!
I have created 2 additional camera angles to dress up for future screenshots
“better way to post videos on polycount” see https://polycount.com/discussion/150407/animation-forum-how-to-post-your-work/p1
And so I feel like locking that down would really help. Throwing out some ideas in the order of idyllicness:
Or the Green Knight move with deep green shadows and the unique deep yellow fog that David Lowery pushed could be really cool for the spoooky vibe:
Either way I'm subscribed!
https://www.artstation.com/artwork/eRJloY
This person just created two fluffy moss clumps and scattered them all over their scene, which works too!
Looking forward to seeing more of this project
dlver - the lighting is def something I am not spending enough time thinking about - and this needs to be considered more as it will help in more ways than one. Thank you much for the ref and ideas you shared
Here are some updates and things I have been working on -
Lots of bark exploration going on. figuring out the best method for this madness.
using small detail in places where you want the viewer to be drawn to is a good technique to use to help your scenes feel more interesting, if there is small detail everywhere then i dont know where im supposed to look
But I'm still confused about whether this is an interior or exterior scene?
It seems like for the cave you a clear composition and focal point in mind.
The exterior exploration has really good lighting and accompanying material work at this point.
Is the plan to marry the two or to present both separately?
But for now everything (minus lighting) is relevant to getting the scene put together. I think there is a method to this madness... But at some point i need to ask myself if im working smart or hard?
Truth be told this is the first unreal scene I have made that is my own. So i feel very free, but I should take the things I've learned from studios and implement them so I can realistically stay the course and get this done before I burn out lol. And the finishing touches will be where the feedback is most crucial imo.
It just speaks at cross purposes to how airy and soft your assets feel.
Another thing that could help would be to add a bit of water staining where things enter the water.
@Eric Chadwick good call. I think Ill start messing with that. And I really like that idea about water staining. I was also thinking some caustics up against the walls of the river.