WORKSHOP #8 - Small Environment - Week 1

71 replies [Last post]
Nhoefer146's picture
Posts: 18

I have to say that its really enlightening to your problem solving and processes, thanks!

Alright, I've done quite a bit of research on lighting this evening. I looked into shadow projection and I definitely want to incorporate it at some point, but I think I am going to wait to flush my level out a bit more. Now, I didn't change a whole bunch of things, but I added some more contrast to make the center pillar the focal point like Budello suggested. The lighting still has a ways to go, but I think this might be a good start for what I have in my head. 

I did notice that the center pillar has some pixelation in the lightmap that wasn't there before. I tested it by cranking the resolution up to see if that would change it on production lighting, but it didn't seem to affect it. Is there anything else that could be causing this other than my mesh's lightmap?

 

JBaldwin's picture
Posts: 2162

It is a great start! I like how it isn't washed out anymore. It still needs a lot of love Smiling But it is coming along nicely. And I think we will be seeing some awesome progress on this in the near future for sure!

Can't wait to see another update!

-Jeremy- 

Budello's picture
Posts: 54

...and it's done! Finished! No more modeling or lighting, I think.

I've only to put the correct shader, setup up some cameras, do the flybys and some asset shots in Marmoset!

@ceribral - Thanks Jeremy for the help, I'm almost ready to spam this guy everywhere in the world

@nhoefer146 - ok, I think you're getting there. What I can say is: don't underestimate fake geometric light shaft, some of them well place can change the face of your scene -> UDK geometric light shafts

 

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Awesome man! This thing is looking sweeter than SWEET!! I would love to do Visual FX for an environment like this Smiling
Totally radical man, can't wait to see the last shader updates and screen grabs and for this guy to hit the forums!

-Jeremy- 

Budello's picture
Posts: 54

 

 And here we are! A pair of assets, rendered with Marmoset, just to let the world know about my passion for that great piece of software.

I kept all the progression tracked and I can see that it changed really a lot from the beginning. Using the same texture on almost every piece was a good exercise: it's quick and dirty, but really effective.

I'm quite satisfied with this, I think I'll post some flyby tomorrow... uh, Jeremy, stairs are the third asset, I remember the rules of the workshop...

 

@ceribral : you want to do VFX on this? I'll give you the package, no problems. Thanks for all the useful advices!

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Awesome MAN! I am excited you took on the challenge and man it is one nice environment Laughing out loud I would love to do VFX for this! I can never pass up a good FX opportunity hehe.

If you want to toss me the environment, I will make a new package and create all of the VFX and then give it to you Smiling I am already thinking of some awesome stuff to stick in it. Can't wait!

-Jeremy-

Budello's picture
Posts: 54

Thanks man, tomorrow I'll send you the stuff! Now is time for sleeping, at least one night...

I think I'll cross post this even on the Art Gallery, or I'll be banned forever and ever and ever? Laughing out loud

Come on Nhoefer146, DO IT! Place the GOD RAYS! Laughing out loud

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Sounds good man Smiling The moment you post it in the art gallery I will promote it!
-Jeremy- 

Budello's picture
Posts: 54

ceribral wrote:

Sounds good man Smiling The moment you post it in the art gallery I will promote it!
-Jeremy- 

I sent you what I promised, full package and map for the Steam Station.

I still haven't put your shader in, cause I've decided to leave the scene alone for some time and then go back in to improve and finalize. Feel free to change everything you want.

2) You didn't promote me Sad .... Laughing out loud

Portfolio: www.budello.com

JBaldwin's picture
Posts: 2162

Hey man! I got the message and am looking at the environment now. Looks Fantastic!
Sorry about the promotion Sad We are trying to fix this, I am working with Andy to figure out why threads are not promoting when we tell them to.
Dumb technical difficulties T.T They can be a pain... 

-Jeremy-

Nhoefer146's picture
Posts: 18

Alright, I've finally had some time this weekend to get a few things done on this level! I spent a good chunk of time checking out some different lighting techniques and definitely learned a lot. I threw in some of those "GOD RAYS"  that you mentioned Budello, and I think they are awesome! Thanks for that link!

Budello - How many hours do you think you put into this project? The reason I ask, is that it feels like its taking quite a while to get through the process of building the assets and I'm trying to determine if that's how its supposed to be, or if I can speed up the process somehow. Since this is my first real level, I'm looking for any helpful shortcuts Smiling

JBaldwin's picture
Posts: 2162

Slowly but surely this is taking shape Laughing out loud
Honestly, the better you want something, the more time it is going to take. Simple as that. No easy button really. (Unless you consider script building and pipeline plugins,scripts,programs, etc) As being a "Shortcut" method.

-Jeremy- 

Budello's picture
Posts: 54

ceribral wrote:

Slowly but surely this is taking shape Laughing out loud
Honestly, the better you want something, the more time it is going to take. Simple as that. No easy button really. (Unless you consider script building and pipeline plugins,scripts,programs, etc) As being a "Shortcut" method.

-Jeremy- 

As simple as this sentence, exactly. I can say I spent more or less 80-90 hours to pack the station together... don't stop until you're pretty satisfied! Anyway, is coming out pretty well: I told you, god rays help. Smiling

Portfolio: www.budello.com

Nhoefer146's picture
Posts: 18

Good evening! This week has been a little hectic, but I'm slowly making some progress. For the past couple *short* evenings, I've been focusing on the subject of my environment. I still have a little ways to go on it, but I thought I'd show you guys what I've got so far. (Ignore the low-quality lightmap Eye-wink )

JBaldwin's picture
Posts: 2162

Once again, making some great headway! However I still feel the colors are too washed out. Would love to see a nice mood set for the scene.

-Jeremy-

Budello's picture
Posts: 54

I like the red floating "Idontknow" thing!

For the lighting, I can suggest a completeyl different direction -> 

 

Actually it's a Lab what we're seeing, so why not light it in a strong way to let the scientist work in plain light? Otherwise if you want to get an abandoned station feeling, you should activate emergency lights and break some stuff... Exagerate, going back is just the time of a baking! Laughing out loud

Portfolio: www.budello.com

Nhoefer146's picture
Posts: 18

I agree with you guys, I need to continue to improve the lighting. I'm thinking that I want to make the environment appear as though it was recently abandoned, but was in use for a while so not completely damaged. At this point, the lighting that I like is the spots running down the isle and the red glowing cube, but beyond that, I'm not sure what to do. I kind of like the contrast of a blue on the sides, but I haven't been able to get it to look right around the red. I'll be able to give some pictures of what I'm thinking about after I get off.

Nhoefer146's picture
Posts: 18

I forgot to ask this a earlier, but is there a good technique that I should use to get quicker preview bakes? I've just been baking all the lighting and meshes just how they are and it takes around 30 seconds a bake.

JBaldwin's picture
Posts: 2162

I would love to see some pictures of the direction you are wanting to go Smiling The environment has a ton of potential, I just can't wait to see a mood set! It will be awesome.
As for your question speeding up bakes. If you are just testing color, I would suggest selecting all of your assets in the environment and overriding their light map resolution to something low like 32. Also make sure you have a lightmass importance volume around the area you are wanting to compute lighting for. If you have any BSPs, make sure any face that is never seen has an extremely low resolution like 64.

Remember:

(with meshes, light map resolution = Higher number (Higher Quality)
(with BSP, light map resolution = Higher number (Lower Quality)

Not sure why they did that but w/e. It is what it is.
30 second build is really good though O.O I am surprised. I am use to 5min - 30 minutes for a high quality light build. You most likely couldn't speed it up much more if you already have exercised the above. Unless you build over a network.

-Jeremy-

 

Nhoefer146's picture
Posts: 18

Its that mood that I'm really trying to figure out! Since I didn't start off with any concepts, its proving a difficult challenge! Here is what I have so far:

My goal is to have the energy cube to be the first thing that people see, while everything else can be an afterthought. I have a lot more meshes to throw in which will really help, but I think its best for me to get most of my lighting figured out at this stage. My question is how can I really bring my environment to life with lighting at this point? Or what are some things you guys think I should try.

I hope to have some more stuff rolling out, but this work week has been a crazy one...

Nhoefer146's picture
Posts: 18

Here is a quick update of the lighting I worked on tonight. I reduced the number of bounces to give it more contrast, but I think the spot lights need to be a bit brighter. I'll save that for tomorrow lol, and I forgot to say thanks to Ceribral and Budello for your your advice! I still need it coming! Eye-wink