Le Garage Hermétique

Hello everyone!! I’m starting a new project to try some things that I have in mind and create a cool looking environment for my portfolio.
It’s based on the Moebius comic “The Hermetic Garage” and it will have a comic like style. I’ll try to create a cell shading and flat color style, so lets see what can I achive

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For the first entrance, I’ll show you some thinks that I have already created.
First I’ve made the blocking, it’s a very simple environment, but the point is to try to create that comic like style.
Second, I’ve created a material that I’ve put on a post process volume that gives all the environment the cell shading look.

Here is the tutorial that I’ve followed to achive that (it’s in spanish because it’s my first language): Unreal Engine 4: Efecto Celshading (Español) - YouTube

And the third thing that I’ve created is a yellow fog to gives the environment an aspect of desert.






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I will also show you the main image of reference from the comic that I’m using to create this environment, so you can make an idea of what I’m trying to achive.

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You might want to have a look at this:

Moebius is always a great source of inspiration.

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Wow!! Thank you so much!! I’ll take a look :slight_smile:

This week I’ve been doing some stuff.

First I’ve been modeling the garage, divided in some parts.
Second I’ve set the terrain with it’s material, I’ve tryed some types of textures but I’ll continue with it later.
And for the last I’ve created an skybox and set some cloud textures, but I’ll change them later, with some clouds more like the Moebius style.




Uploading: HighresScreenshot10.png…

PD: When I finish everything, I’ll play with the shader options and try to find another shader like the one @Jan_Tre show me the other day.

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This week I’ve been modelling and unwrapping most of the scene objects. There hasn’t been any issues as it’s a very simple but satisfying fase of the project.






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Love Moebius! Did you know there are plans to make a movie out of The Incal?

Looking at the reference pic I had an idea: You might try to make a decal for the trim.

decal_trim

This idea is inspired by the use of decals in the Stylized Egypt pack.

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Uuuuh didn’t know about The Incal, but I think I’m watching it.

Thanks for the idea, I was going to texturize it with substance, but that’s a great idea.

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Hi, today I’ll make a short post. Right now I’m modeling the car, it’s the most complex mesh in all the environment and it’s taking me more time to create it than I expected (I’m not at my 100% in this project).
Anyway I’m showing you how it’s going.


I have to finish the modeling, optimize it and create a low poly mesh with the UVs, and create the high poly version to make the bake later.

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It’s finally done! I’ve finished modeling, UV unwraping and puting the car on the scene.





Now, the next step is to texturize every prop that I’ve done. I hope that there would be some great progress for the next week.

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Today I’ve fixed a little issue. I found out that there were two circular windows that I didn’t create at the garage walls, so I added them today.

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Hi there! It’s been a while since the last post hehe :sweat_smile:

I’ve been texturing all the props at the scene, hope you like them.








Now I have to change some things that I set before and create some that would add more detail to the scene. I need to improve the ground texture/material, change the skybox, add some distant fog, play with the shader or try another one and maybe add one or two particle systems.

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I’ve been trying to download that shader, but the only one I can find is one that has like half of the options that are shown at the video. If you can help me to find the one of the video I would thank you so much.

This is the link where I’m downloading the shader:

As it’s in japanese maybe I’m missing something that I can’t read :confused:

Hello there! This will be the post before the last (the last will be the artstation post link), I think that this project it’s finished unless I find something really cool to improve at the last moment. The only thing left to do is to create some level sequences to show in a better way this environment.









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I just realized the vehicle layout is the same as an Aptera! (https://aptera.us/)

My only critique is the blurriness in the garage sign texture + the gold and purple circle underneath. (It’s only visible in the close shots looking into the garage)

Try changing the ‘Texture Group’ in your texture settings to “2D Pixels (unfiltered)” for a sharper look.

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Thank you for the feedback!

Woah! Yes, it has a very similar shape hahahaha I didn’t know that car. The real car references that I used was the MORGAN 3-WHEELER.

I tryed to change the Texture Group but Unreal constantly crashed :frowning:
I thing that the problem is the resolution of the textures, I used very low resolution.

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I’ve find the way to change it without the crash. Now I’m sure that the problem is the texture resolution, it’s a pitty because I can’t change them, I no longer have the version of painter that I used to create them.

I think that the Artstation post release will be delayed until I find a way to obtain the Substance version that I need to change the resolution of those textures.