Progress coming along, mostly assembling everything now, settled on the lighting now with a slight greenish tint. It was also my first time making trees and I found it quite difficult to get a thick canopy which I'd especially want along the cliffline. I was also hoping to fit my end scene into a marmoset viewer file but I may be just slightly over the 20mb budget I'm afraid, I'll either simply have to do a few fly through's or cut a few things out for the viewer file.
Rocks and boulders sculpted by Kuno and textured by me.
Decided that with the extended deadline I'd try importing the scene into unreal engine too. Never really used it before so it's something of a learning experience, I've been meaning to for a while though and it felt like as good an opportunity as ever, been playing around with volumetric fog and the like, the scene's not really optimised for use in unreal due to the way I've imported things and how lightmaps etc function. In future projects I'll be able to keep that in mind more. You definitely have a greater degree of control visually in unreal though and I'm enjoying it so far!
Thankyou for the input! Yes I see what you mean, it's one of a few shots I've been fiddling with, maybe I was worried that the other shot was a bit squeezed and I wanted something more expansive showing off the world a bit better, but you're right having that strong focus definitely helps a great deal.
I've been using ue4 for quite time, glad to see a nice scene in this engine I see you have issue with planar reflection like I had (haven't figured out why it happens) - it reflects the finger in right bottom with direct light on, while it should be shadowed. Have you solved it? If not, you probably want to avoid problematic views or replace planar reflection with screen space reflections (it has a lot of cons, but doesn't have the mentioned issue).
To avoid clutter in composition, you could either redesign (asset placements, colour contrast, detail density, it's something I still have to deal with my entry work too, since it has a lot of elements, haha). Blur could help, too bad the circle dof type doesn't let you to set intense blur, while gaussian/bokeh let you, but quality is questionable My advise trick would be making a post process material that blackens areas in specified distance from camera. So it would be like a fake shadow that covers front plane, but quicker and gives you control by how far it covers and how much darkens to make the main plane pop out in cluttered composition (post process material is basically post process, but for changing how camera "sees" view)
Thanks a lot for the advice! Embarrassingly enough I never even noticed the light in the planar reflection! Thanks for pointing it out, I'll have to look into that, that is pretty annoying! Yes I've tried ss reflections, maybe I'm just not that adept at using them at the moment but I can never get them to look right, especially when flying through the scene.
I've fiddled with depth of field a bit too, not sure what the right settings would need to be or if I even want it. Good tip for the post process as well! I'll have to look into that, seems like a good idea
24 days later
Been a while since the last update, mostly been assembling the scene with all the props and getting everything into unreal engine, also finally began working on the vegetation for the ground, not really done this before so if anyone has any tips then it would be most appreciated! I want to try and keep the vegetation congruent with the rest of the world too so if anyone thinks anything is out of place please say
These two ways of blending grass with landscape color-wise should help you a lot
http://oliverm-h.blogspot.de/2014/08/ue3ue4-landscape-grass-blending.html
http://ulrichthuemmler.blogspot.de/p/udk-world-color.html
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