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  • [ASSETS] Huge RPG styled landscape showcase WIP

    Hi there,

    this is my first post on this forum. Im an environmental/modelling artist working in the movieindustry for quite some time, but was always interested in gameart.
    So when the unreal 4 engine released i started experimenting alot with environmental design and asset creation. I am currently working on and off on my own unique landscape suitable for a modern AAA type RPG game with immersion in mind. The screenshots below will showcase a bit of my progress. Keep in mind that all you see is created by myself. There is no single texture or asset that was bought or reused from any existing prjoect. Everythng is handmade from scratch using applications like photoshop, maya and zbrush. In addition there are also already alot of assets like medivial buildings and objects that i will show at a later time because im still working on them.

    There's still alot to be done and im not nearly as satisfied with the results as i would like to be, but at this point i would be glad to get some feedback from you guys.
    Since im not a very technical artist but more of a visual man i used a lot of tutorials to create i.e. the landscapeshader and stuff like interactive foliage and day/nightcycles(though night still looks terrible cause of fog and no skylightinteraction with the blueprint).
    I will also post some videos in the future with small walkthroughs and try to keep you updated on the proggress.

    Obviously there is no gameplay since i have absolutely zero programming/blueprintskills.

    Anyway before the wall of text will hit critically ill end my introduction at this point and let the screenshots i've prepared speak for themselves. I hope you like it.


    regards Maxi


    UPDATE:


    http://imgur.com/a/dzi6t

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    Attached Files
    Last edited by gou; 07-14-2016, 09:01 PM. Reason: Added images to the post

  • #2
    Hey there, welcome to the forums!

    I hope you don't mind, but I edited your post to add the photos for you, they are too good to miss! Great work, love it!
    [Free Community Project/Plugin] WIP Dynamic Ocean & Calendar Based Sky
    New Features:: Highly accurate sun/moon position, and lunar phase calculations built into the plugin (base class for the SkyDome blueprint)
    In Progress: Weather simulation w/ volumetric clouds

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    • #3
      Nice work, I love your sense of scale with things. As a digital painter one of the first things I notice in game art is how often environmental artists get the size of things like grass wrong. This feels correct.
      Follow Unreal Dev Grant winner KINETIK's prgress on our YouTube Channel or FB page

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      • #4
        Originally posted by coalminds View Post
        Nice work, I love your sense of scale with things. As a digital painter one of the first things I notice in game art is how often environmental artists get the size of things like grass wrong. This feels correct.
        Hehe does it really happen that often? I have noticed it very rarely.

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        • #5
          Hi

          [MENTION=5439]DotCam[/MENTION]: thank you very much that was very kind of you

          [MENTION=27738]coalminds[/MENTION]: thanks to you too, though im not completely satisfied with the grass esp. the scaling. In 4.12 they added random scaling to the grasstype and it would be nice if i could somehow hook this scaling to the paintlayerweight so it gets smaller towards others layers to make the transition feel more natural. Maybe if someone has some insight into that :>.

          Anyway i got another set of images for you from an older landscapebuild but with some of the nonfoliage assets im working on.- Ive switched to a newer landscape, that is tiled so i can make it bigger-. They only thing, thats mostly finished is the watermill (but still no lods and no interior).
          I still somehow cant upload images directly to the forum (i get an "page not found" error after the upload finished), so i've prepared another imgurlink.

          https://imgur.com/a/EnTgH

          for the people who are interested in technical data:

          i get around 40-50 frames per sec on the newer landscape with scaling on epic on a gtx970. And there is still a lot that isnt optimized so i guess im on the right track.
          Attached Files
          Last edited by gou; 06-04-2016, 06:43 AM.

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          • #6
            Very nice work. I assumed that the foliage was made in speedtree, but it sounds like it wasn't?

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            • #7
              Nope. The trees are all handmade . I dont like to pay for something i can do myself and esp. i dont like the way the speedtrees look when you get closer. They have this modular feeling, kinda generic (though i kinda had the idea to make my own treegenerator within houdini) . I even modelled the twigs and leaves and baked them onto planes to get good normalmaps and take away the planar feel . I made about 5-8 different types off trees. Not entirely sure about the number. It got messy midway through xD.

              edit: for anyone whos interested: i use the procedual foliage spawner to place the forests and even most of the stuff on the ground except for the grass and small rocks. It really is an awesome tool.
              Last edited by gou; 06-02-2016, 07:45 PM.

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              • #8
                Hi again,

                i've captured a little video and uploaded it to youtube. Its really short cause i got no time left. I will add more shots in the future as it all progresses (hopefully this will end in some kind of trailer). I made the music on it myself in case some of you are wondering. The ingamefootage wasn't edited in any way. I'm only using the engine's postproccessing.
                It also shows some of the particle systems i build and some generel movement of the foliage.

                I hope you like it.

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                • #9
                  Hi again,

                  i got something else now. This is some form of heavy armortype characterdesign with linke enchanted setpieces of some sort. Havent been able to get it into the engine yet but wanted to show off the turntable for it. I hope you like the design.
                  Last edited by gou; 06-03-2016, 12:08 PM.

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                  • #10
                    [webm]https://zippy.gfycat.com/AcrobaticZestyFlatfish.webm[/webm]

                    is the webm bb broken?

                    here a youtube mirror, though i would have preferred a loop:



                    character has 30 k polys with a complete human modell underneath
                    Last edited by gou; 06-03-2016, 12:55 PM.

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                    • #11
                      Your landscape is looking really neat! The foliage blends very well with the terrain.
                      Congrats on the pic of the day ^^

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                      • #12
                        Looks great!

                        What frame rate do you get walking through that landscape, on what hardware?

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                        • #13
                          Originally posted by jwatte View Post
                          Looks great!

                          What frame rate do you get walking through that landscape, on what hardware?
                          He mentions is earlier in the thread

                          >i get around 40-50 frames per sec on the newer landscape with scaling on epic on a gtx970. And there is still a lot that isnt optimized so i guess im on the right track.

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                          • #14
                            Oof! With effects and enemies and characters, that might drop a bit further.
                            Sure looks nice though! And if you start a game today, a GeForce 1080 will be middle of the road by the time you ship :-)

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                            • #15
                              Amazing work [MENTION=168330]gou[/MENTION]!
                              Storyteller - An immersive VR audiobook player

                              Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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