WORKSHOP #8 - Small Environment - Week 1

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JBaldwin's picture
Posts: 2162

This is the first in a series of small environment challenges. Simply post up an image of the art (Can be concept art or personal art) of the environment you will be working on. If the art is not your own, make sure there is some traceable evidence of who or what the art belongs to. 

Rules:

  •  Must constantly post updates as progress is made
  • Environment needs to have at least 3 assets in it
  • End result must be in a game engine (example: Unreal Engine 3 || Cryengine 3)
  • End result must be fully textured and lit
  • Cinematic (Camera Flythrough or Idle Shot with simple animation) is a huge bonus!!

Here are a few examples to help you guys get started!!
Take advantage of this! It is a great time to build your portfolio Smiling

-Jeremy-

 

Didjitalus's picture
Posts: 167

ow this is cool, can i post the little environment i'm working on atm, wich can be found in the work in progres thread here? 

JBaldwin's picture
Posts: 2162

Sure. Smiling
You can post that up, just make sure to keep the progress up to date!

-Jeremy- 

austie702's picture
Posts: 49

As I'm gearing  up to do my first sci-fi environment work ever, these are my current top choices.  Work should begin inside of two weeks.  Wish me luck! 

edit:  Finally found the original concept artist.  Love his work, from Halo to otherwise.  Concept art credited to www.johnliberto.com

halo_concept_art_4_343_industries_1920x1200_57644.jpg halo4concept09.jpg
Budello's picture
Posts: 54

I noticed this workshop AFTER I've started to work on a personal piece, I was lucky cause I've traced the progression in the work, so I can post some WIPs. Let's start with the first one:

SteamStation_WIP_01

The main puprose here was to set the main shapes and the general color palette. All textures are done in Ndo2 and Photoshop, with a little bit of dDo to get some wearing masks.

 

Portfolio: www.budello.com

Budello's picture
Posts: 54

Here I've started some lighting setup and putting some variations in color, throught a multilayered shader.

SteamStationWIP_02

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

This is really awesome! I can't wait to see this bloom Laughing out loud

-Jeremy-

Budello's picture
Posts: 54

ceribral wrote:

This is really awesome! I can't wait to see this bloom Laughing out loud

-Jeremy-

So let's go with a new WIP!

Steam Station WIP 03

 

I've added some more modular pieces and started to change floor textures. I'm not able to do concept art, so I've to try to get the feeling I want modeling some simple stuff and putting them in the scene. All the lighting, except the lunar light coming from outside, is done trought emissive materials.

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Its starting to take shape for sure! Can't wait to see the next few updates Smiling

-Jeremy-

Budello's picture
Posts: 54

Here a WIP of the hi-poly for the door asset

Door WIP 01

and a collection of modules with metal-paint shader

Modules_ WIp

Portfolio: www.budello.com

Budello's picture
Posts: 54

Ok, last one then tomorrow I'll go on vacation.

 

I'll finish it when I'm back!

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Nice update Smiling

-Jeremy-

Nhoefer146's picture
Posts: 18

Awesome stuff Budello. I'm currently working on a scene, but I was wondering what is a good place to get quality concept art

Nhoefer146's picture
Posts: 18

Alright, I've decided to join in...Now, this is my first real environment, so I am looking for any feedback :) 

I started this a few days ago, so I'm barely leaving the blockout stage.Sorry that there isn't much to look at yet!

JBaldwin's picture
Posts: 2162

No worries Laughing out loud
Glad you joined! I am liking the idea already though. I can't wait to see it flushed out a bit more!

-Jeremy- 

Nhoefer146's picture
Posts: 18

I just go back on and noticed that the aspect ratio isn't correct on my last post. I'll fix that when I get home!

JBaldwin's picture
Posts: 2162

Cool stuff Smiling Looking forward to the update!

-Jeremy-

Nhoefer146's picture
Posts: 18

I haven't had as much time to work late, but tonight I was finally able to finish my initial shader and get another asset out of the way.

JBaldwin's picture
Posts: 2162

Cool. It is starting to take shape Laughing out loud

-Jeremy-

Nhoefer146's picture
Posts: 18

Thanks!

I think it might be a little too "grungy," so later on, I might end up toning it down. 

Nhoefer146's picture
Posts: 18

Another update here. I decided to remove the damaged aspects until I get more in the level.

JBaldwin's picture
Posts: 2162

Awesome progress Smiling

-Jeremy-

Budello's picture
Posts: 54

 

Quick update, change of lighting to make it a little bit more dramatic!

And welcome back from vacation... Sad

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Wow Insane Update!! I am loving this Laughing out loud
The stairs are a really nice addition.

Are you planning on putting any signage on the roofs indicating direction/navigation? I think something like this would be cool:

 

-Jeremy-

Budello's picture
Posts: 54

ceribral wrote:

Wow Insane Update!! I am loving this Laughing out loud
The stairs are a really nice addition.

Are you planning on putting any signage on the roofs indicating direction/navigation? I think something like this would be cool:

 

-Jeremy-

Yep, I'm studying something to place on top of the door, not too bright cause I'd like more to have the stairs in full light. I think the composition is way better like that...

Portfolio: www.budello.com

Budello's picture
Posts: 54

Thanks for the advice, anyway! Smiling

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Cool stuff! Can't wait to see the next update Laughing out loud

-Jeremy-

Budello's picture
Posts: 54

 

Light Shafts, emergency lights and some minor adds on modeling. Actually everything is coming out of two textures and I'm almost ready to call it done...

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Nice! I really like the whole setup!. If I might make a suggestion. The lighting (especially the color) doesn't feel as dramatic as it could. I don't feel white is really serving the environment too well.
I did a quick paint over and color adjustment to your photo above. Just as a suggestion.

-Jeremy-

budelloenv01.jpg
Budello's picture
Posts: 54

ceribral wrote:

Nice! I really like the whole setup!. If I might make a suggestion. The lighting (especially the color) doesn't feel as dramatic as it could. I don't feel white is really serving the environment too well.
I did a quick paint over and color adjustment to your photo above. Just as a suggestion.

-Jeremy-

I think I can surely do the light coming from the stairs way more powerful and color it a little bit, but I'm not sure about the blue lights: I want to keep a steampunk color code, so something orange-gold-black. I'm going back to a Filmic Tonemapper and try a little bit of blue in the corridor, trying to be a little more subtle: anyway, your suggestion is gold. Smiling

I've another question: do you see the broken reflection on top of the curved module? Do you have any suggestion on how to fix it?

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Hm. Looking but not seeing it yet.

-Jeremy-

JBaldwin's picture
Posts: 2162

Could you post up a picture of the shader and asset or circle in the image what you are referring to?

-Jeremy-

Budello's picture
Posts: 54

Woah, realtime answers, seems like a chat! Laughing out loud

It took me a while cause I was baking lighting...

Portfolio: www.budello.com

Budello's picture
Posts: 54

Nhoefer146 wrote:

Another update here. I decided to remove the damaged aspects until I get more in the level.

It's coming along pretty well, why don't you try some quick lighting variations? I found that can really give some speed and motivation...

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Post a picture of your shader tree and normal map if possible.

-Jeremy-

Budello's picture
Posts: 54

 

Latest lighting and PostProcessing version, some minor changes in the models.

 

Here the simple shader. Reflection are captured with a SceneCaptureCubeMap.

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Hey,

This should be what you need. It relaxes the reflection after distorting it based off of the normal map you use for your asset. This should also help projection even if your smoothing groups are off. I also built in a cycle option so you can get different reflection offsets.

Hope this helps!

-Jeremy-

yourreflection.jpg relaxedreflectionsetupmesh.jpg relaxedreflectionsetup.jpg
JBaldwin's picture
Posts: 2162

And btw.... THAT LIGHTING IS SOO MUCH BETTER Laughing out loud
Very nice!
Also, how about some subtle volumetric lights coming from the top of the stairs down into the hallway?

-Jeremy- 

Nhoefer146's picture
Posts: 18

All I have to say is awesome job Budello! I'm really impressed with your scene there.

Also, thanks for the advice on lighting. That is one area that I'm not very good at yet, but I'm hoping that with this project, and your guy's help, I can get better. I think I am going to focus on lighting right after I get a few more assets in.

I've really been experimenting with Tor Frick's methods of creating assets and learning Modo all at the same time, so its taking a little longer than usual, but I have to say that this past week has been extremely useful in my learning. 

Here is what I have so far, and please, any comments and advice is more than welcome.

JBaldwin's picture
Posts: 2162

Looking really sweet! No real comments yet, just going to see where it goes from here Smiling

-Jeremy-

Budello's picture
Posts: 54

@Nhoefer146 : it's coming along nicely! Come on, don't be shy, put some lights... Laughing out loud

@ceribral : Jeremy, I'm having some problems with realxed reflections setup: I've tryed to slap the Relaxed Reflection into my Cube Map UVs, but connecting it to my Emissive plug in the shader give me this error. I'm pretty sure it's a noob error... Sad

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

A few things you can try is to make sure the R and G channels are the only ones making it through to the UV input. Try simply putting a Component Mask between the Add and Texture Sample node and make sure only R and G are checked.

Let me know if that helps.

If not, I will create a material with this and post it for you to download to use in UDK as a template.

-Jeremy-

Nhoefer146's picture
Posts: 18

I've been putting more thought into the lighting, and I simply can't figure out where to go with it. Do you guys have some suggestions of different lighting scenarios?

I'm hoping to have another update later this evening.

Budello's picture
Posts: 54

 

Almost there, I'm tempted to put back the red lights on top of the door. Nhoefer, try to choose a focal point and start from there: put a light that cut it and drives the eye toward your focus. Right now it's a little bit too late in Italy, but tomorrow I'll try a paintover, promise.

 

Jeremy, I'm not able to fix the reflection, tomorrow morning I'll upload my shader and the wrong mesh and I'll put them into your capable hands... Sad

Portfolio: www.budello.com

Nhoefer146's picture
Posts: 18

Budello, I'm really liking the the door right now. It has the subtle glints of light that show off its complexity. Sweet action!

When it comes to the focal point, my intended goal was to have the main "tube" on the platform to stand out the most. I'm going to try to do that with a few spotlights shining down on it with a few spotlights down the isle. Aside from those, I'm thinking of lighting up a few other areas with a small point lights scattered around. That's how I actually have it set up at the moment, but the light is leaking everywhere and I'm not exactly sure how to control it like in your scene. Let me know if this is a smart way of going about lighting, or if there is  some other way to do this. 

Here is another quick update:

JBaldwin's picture
Posts: 2162

Great Updates Guys!
Budello

Sounds good Budello. If you don't want to upload it to the general forum, you can always send me a private message with a link to a dropbox file. I will take a look and see if I can fix the reflection issue for you.

The rest of the scene looks great! I actually have to say, I agree with you on the "Red Light". But perhaps a suggestion? 

  • Maybe instead of red, perhaps Orange would be better with the color scheme? Red seems to clash with the color pallete. 
  • Instead of the lights being mounted on the ceiling, perhaps on the sides of the door (Or even on the door somewhere)? I feel like that might give it some cool character. Smiling

@Nhoefer146

Dynamic (Cinematic) lighting:
Some things you need to think about -
 
  • More lights is not always better
  • Your scene is washed out with all of those point lights
  • Remove all of those lights and think of a key area where light is going to be a focal point
  • Take the focal point and build from there
You see the turbine like areas around the base of the pillars? It would be awesome to see those as the main light source. Try to use some nice custom shadow projections as well. Shadow projection can really bring a scene to a whole new level.
 
Some of the things Shadow Projections are used for:
1. The shadow of rain drops projected on a surface from a stormy window
2. Spinning shadows from a generator fan
3. Custom bulb shadow shape on a swinging light
 
-Jeremy- 
Budello's picture
Posts: 54

ceribral - No problem posting it here, it's nothing worth copying... Laughing out loud here you've -> wrong_reflection_pack

 

I'm almost done with everything, I'll post today in the afternoon the "final" version, with some pieces rendered in marmoset.

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Awesome stuff! I am downloading this now and will take a look.

-Jeremy-

JBaldwin's picture
Posts: 2162

I use UDK - July 2013 update

Alright so here are the fixes:

  • Fixed Normal Map Artifacting 
  • Removed Cube Map ((Only cube map Partials may be used with this technique - Example: RenderTarget8_TexNegY))
  • Screen Position was not locked to the screen
  • Per Pixel (Deactivated) this isn't needed here
  • Fixed Normal Map blue channel clamp issue
  • Implemented New parameters for Reflection Strength

Here are some pics:

-Jeremy-

budello00.jpg budello01.jpg budello02.jpg budello03.jpg
AttachmentSize
to_jeremy.rar 22.58 MB
Budello's picture
Posts: 54

@ceribral : You're THE MAN. Thanks.

I'd activated Per Pixel cause I'd problems with vertex painting the paint layer. Actually, without that, vertex color was ignored by the shader. 

I'll wrap everything up with your fixed shader and finalize this guy.

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Ah I see. Didn't realize you were using vertex paint Smiling Sorry about that.

Glad it worked. Can't wait to see the results!

-Jeremy-