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Thread: Modular Fantasy Environment

  1. #1
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    Modular Fantasy Environment

    Hey everyone!

    I'm excited to show off some WIP shots of my upcoming product. Keep in mind, it is VERY early in the dev process for this pack but this should give you an idea of what I'm going for with it. I plan to make a few props, a larger vestibule area and some exterior elements. For now, check out what I've got so far:

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    Last edited by SE_JonF; 07-25-2017 at 08:13 PM.

  2. #2
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    Quote Originally Posted by SE_JonF View Post
    ..check out what I've got so far
    Nice that you finally start with fantasy stuff! Your screenshots look promising, a bit too shiny on the walls.

    The golden borders make this a special type of area, of high influence. If you only plan indoor content it would help if the overall style goes a little darker, dungeon themed, or Abandoned Palace. Otherwise, exterior walls and windows would make this usable in more diverse settings. Ideas for extra content, throne, entrance, wide large room hold up with big columns.

    The main wall material color, I think this should be more greyish-stonish. So a lighter color in the intersections, or really dark. The current bluish color on the walls, hard to judge. Floors and roofs, really nice.

  3. #3
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    yea, I would say your years of Sci-fi environments are showing through here.. They lack the heavy matte finish of stone right now. Design wise though they really are gorgeous, it's just those details overall that make it
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  4. #4
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    Quote Originally Posted by unit23 View Post
    Nice that you finally start with fantasy stuff! Your screenshots look promising, a bit too shiny on the walls.

    The golden borders make this a special type of area, of high influence. If you only plan indoor content it would help if the overall style goes a little darker, dungeon themed, or Abandoned Palace. Otherwise, exterior walls and windows would make this usable in more diverse settings. Ideas for extra content, throne, entrance, wide large room hold up with big columns.

    The main wall material color, I think this should be more greyish-stonish. So a lighter color in the intersections, or really dark. The current bluish color on the walls, hard to judge. Floors and roofs, really nice.
    Thanks unit23!

    I plan both indoor and outdoor content with this product. I don't feel that separating interiors/exteriors would make too much sense with this sort of style. There will definitely be exterior elements to it. =)

    I definitely will have an entrance of some sort for the environment, and the vestibule area will likely have large columns. No promises, but that's what I'm aiming for right now.

    In terms of materials, this is definitely an area that will be reworked heavily. Even the color scheme, which I'm still playing with. I'll try out your suggestions. I'd also mention that they are customizable. The meshes utilize tiling materials/trims so the buyer can tailor to their needs and artistic vision. Thank you for the feedback!


    Quote Originally Posted by Ironbelly View Post
    yea, I would say your years of Sci-fi environments are showing through here.. They lack the heavy matte finish of stone right now. Design wise though they really are gorgeous, it's just those details overall that make it
    Hey Ironbelly!

    Yeah if I'm being honest I'm not 100% satisfied with the material work yet. Definitely something I will be improving as I continue to work on this. Getting out of the futuristic workflow has been a challenge, but one that I aim to overcome. I appreciate your feedback!
    Last edited by SE_JonF; 07-27-2017 at 03:09 PM.

  5. #5
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    Quote Originally Posted by SE_JonF View Post
    I definitely will have an entrance of some sort for the environment, and the vestibule area will likely have large columns. No promises, but that's what I'm aiming for right now.
    It would also be good if you provide basic plain versions for basic shapes like walls, corners, floors etc, because otherwise you have less customization options, and because sometimes you want to improve performance and try to use the most basic options (in large architecture for instance not every corridor or room needs above designs).

  6. #6
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    Quote Originally Posted by unit23 View Post
    It would also be good if you provide basic plain versions for basic shapes like walls, corners, floors etc, because otherwise you have less customization options, and because sometimes you want to improve performance and try to use the most basic options (in large architecture for instance not every corridor or room needs above designs).
    I definitely plan to add as many variations as I can. I don't think performance will be an issue when it comes to the meshes though. Right now the scene is maxing out at 120 fps and that's with all of the lights set to dynamic. I'll be monitoring it as things move along though, just as always. =)

  7. #7
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    The floor is amazing; not too sure about the gold trim on it though. Look forward to seeing more progress on it.

  8. #8
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    Quote Originally Posted by Cerebros View Post
    The floor is amazing; not too sure about the gold trim on it though. Look forward to seeing more progress on it.
    Thanks Cerebros!

    Worked on improving the materials today. Pretty noticeable difference from the initial shots. Still more work to be done, but it's coming along.

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  9. #9
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    The biggest thing for me that I don't see a lot of in other packs is having enough "special"rooms in these packs. I know that goes against the idea of modular but it would be great to have a set and build a castle that can easily have throne rooms, eating areas, jail/basements, chapels etc. that have slightly different architecture for the room.

    Perhaps it's just because I have 0 artistic abilities though and I'm a designer who wants plug and play.

    Looks good though, def. looks like a metal compared to marble. Any thoughts on having a few texture sets to get more mileage out of it for a game?

  10. #10
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    Quote Originally Posted by Schags View Post
    The biggest thing for me that I don't see a lot of in other packs is having enough "special"rooms in these packs. I know that goes against the idea of modular but it would be great to have a set and build a castle that can easily have throne rooms, eating areas, jail/basements, chapels etc. that have slightly different architecture for the room.

    Perhaps it's just because I have 0 artistic abilities though and I'm a designer who wants plug and play.

    Looks good though, def. looks like a metal compared to marble. Any thoughts on having a few texture sets to get more mileage out of it for a game?

    Hey Schags!

    I'm plan on adding as much versatility as I can do this pack. Not just offering it in terms of material modularity, but also physical. I plan to have a vestibule area that could have a similar look to a throne room. No plans for a specific throne room currently, but it isn't outside the realm of possibilities. We'll see where it goes. I do like the idea. =)

    I plan to include a wide variety of materials for people to play with, and as with other packs in my series there will be customization for the instances. As I get closer to release I'll be able to show off more, including some diverse looking environments.

  11. #11
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    Only thing from the content above i would change fundamentally, the part with the two door type features looks unusual, maybe remove one of those (see my edits above ) OR, the door shaoped feature could fill the entire wall, and then on top this circle, to make it distinct from a real door. Or maybe just the circle... and the background darker. And maybe some more attachments for the corridors ....

    This circle could shape could also be used as a sphere, for lights, hanging from the roofs. Also the center floor square could be extruded (see the Suntemple example main room with eh ocean view, also for the material) and on top featuring marble jars.
    Last edited by unit23; 07-27-2017 at 03:31 PM.

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  14. #14
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    @unit23 - Thanks for the feedback! The wall with the two arches is far from unusual haha, I actually got the idea from a photo I saw of cathedral architecture when researching for this project. =P

    I do like the idea of adding additional ornamental elements in the right half of your photo. The attachments you've posted above are giving me invalid links btw.

  15. #15
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    Quote Originally Posted by SE_JonF View Post
    @unit23 - Thanks for the feedback! The wall with the two arches is far from unusual haha, I actually got the idea from a photo I saw of cathedral architecture when researching for this project. =P

    I do like the idea of adding additional ornamental elements in the right half of your photo. The attachments you've posted above are giving me invalid links btw.
    Yeah idk why this happened. Here another try of my second inspirational ...

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  16. #16
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    Also large picture frames would fit well on the walls, maybe even with intruded wall niches, and flags, emblems ...

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    I would like to have some variants for banners, yeah. As for statues, nothing is set in stone with that just yet. But if it does happen I will do it in a larger hallway variant that is more accommodating to it. =)

  18. #18
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    Since i mentioned SunTemple, the cubes in the middle, one of my favorite materials (from the looks) ... notice the reflections.

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    Also notice the contrast, columns very bright, then red, roofs also red-white.
    Last edited by unit23; 07-27-2017 at 06:27 PM.

  19. #19
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    I don't want to go with too much reflective metal in the example environments. I'm going for a different look. But you're free to do as you please when it's released. The meshes are setup in a way where all you have to do is apply your preferred material. =)

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    Here's a room that can be used to break up the hallways. Plan to add unique wall elements to it in the future, and possibly something in the center.

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  21. #21
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    I'm liking this a lot so far. Its offers something very distinct from other packs available, but not in a way that would prevent you from integrating it with other assets. I really like the high ceilings.

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    Quote Originally Posted by BlackRang666 View Post
    I'm liking this a lot so far. Its offers something very distinct from other packs available, but not in a way that would prevent you from integrating it with other assets. I really like the high ceilings.
    Thanks BlackRang!

    I'll probably throw in a shot sometime in the future with the mannequin in the scene so people can get a good idea of the scale. =)

  23. #23
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    Something that would be really awesome: Dirt.

    Either as own material or as vertex painting (better). Right now it looks much too clean in there (of course that depends on the likings of the viewer, though i also like dirty and rusty sci-fi environments - Firefly ftw ).

    Cheers,
    Indy
    FinalCamera on Marketplace / Web Demo
    TopDown Toolkit on Marketplace / Web Demo

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    Quote Originally Posted by indygoof View Post
    Something that would be really awesome: Dirt.

    Either as own material or as vertex painting (better). Right now it looks much too clean in there (of course that depends on the likings of the viewer, though i also like dirty and rusty sci-fi environments - Firefly ftw ).

    Cheers,
    Indy
    Hey Indy!

    I don't have any plans to include dirt variants at the moment, but it can easily be implemented through decals or changing the base texture in the material instances. I will also probably be including the baked trim maps for those who may want to make custom variants of those altogether. =) It's just not a look I'm going for in the base package with this style.

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