Tuesday 15 September 2015

Some shots of a scene I've been working on lately:






The scene is very procedural in many areas, the placement of the trees, landscape material places textures based of the angle of the slope, which is pretty cool. There are some pretty cool examples of how to do it on Epic's free learning stuff, I learned how to do this off the "vehicle game" content example. Everything from colour to slope angle is controllable through a material instance, so I can quickly experiment with changes without a hassle. The colour of the grass mesh is also controlled through the angle the mesh is on,which is awesome, and while not really accurate to nature, I can create some interesting colour variations across a whole landscape. Like here (but not orange):



Sunday 24 May 2015


I've been working on landscapes every now and then for the last week or so, since I discovered i love them, playing around with landscape terrains in UE4, getting materials to be applied based on the angle of the terrain/falloff angles controlled by instances, etc. Also grappling with shading and lighting large landscapes is a bit of a challenge, but super fun. Gonna put some buildings and try and make a playable area, maybe scifi themed with some nice vegetation stuff.

Friday 8 May 2015

Wednesday 22 April 2015

Wood floors!


I was playing around with default materials in UE4 in the scene, not for any reason, mind you, just for the fun of it. I kinda like... Too bad it's so silly.


Thursday 16 April 2015

Floors!

Been building out the floors of my level, mostly just concepting (with a lot of throw aways) floors, getting a feel for what works and what doesn't. It's mostly built out of tiling sets, with a few uniques where necessary, as seen below. Tri count is massive, but i'll be cutting it way down once I figure out exactly how I want it to look, much of it is very noisy, and I don't know how well it'll work with everything else. 




Tuesday 14 April 2015

SciFI scene update

Starting up a Polycount thread here: http://www.polycount.com/forum/showthread.php?t=151553






Monday 6 April 2015

Scifi environment update


Rendered out the lowpolys of the walls and made them fully modular, thinking of using parts of them to build out the roof, making the seem between the top of the wall and the roof it sort of curved. Also built out the monitors and wall supports, as well as some of the lower deck. I hope to get to texturing beyond base colours sometime in the next week or two after I've finished blocking out the rest of the environment (workstations, roof, floor, etc).




Thursday 26 March 2015

New Environment


So I started a new environment, decided to do some SciFi and hard surface stuff to complement my fantasy filled folio. I've only blocked it out, and done a little bit of high poly work on the walls.

Blockout:




Some modular high poly walls:


Couldn't really resist adhering to the trope and adding pipes, came through ok I think, though.

Thursday 26 February 2015

Environment Update


Still working on updating my environment, feeling like it's almost there, apart from the lighting and some of the textures, maybe a few more props and plants. Been trying to work on focal points with light and shadow, and negative space, rather than just splattering stuff around randomly (as I felt I was doing previously), as well as utilizing tiling textures a lot more over the environment. The glare is maybe a bit much at the moment, though.