My first scene for UE4. It’s based on the attached concept art by Nicolas Ferrand (http://www.nicolas-ferrand.com/). All modeling done in 3ds Max, baked in xNormal, and textured with Quixel Suite. Didn’t spend too much time customizing the textures, so I still want to tweak those quite a bit. Otherwise, I plan on adding a lot of finer details, like paper, cardboard boxes, broken floor tiles, etc. Any feedback is welcome!
Few things more ominous than a primitive examination room… Great work so far. Look forward to seeing the end result. (Maybe some subtle blood spatterings?)
Yeah, I want to convey a sense of “What the F*** HAPPENED HERE!?”.
I definitely need to add lots of fine details, including blood splatter. Maybe some kind of restraints attached to the handgrips on the reclining chair. Some notepads/charts on the floor next to the wooden chair. As well as the miscellaneous background stuff in the original concept.
One quick question to the UE4 savvy: Where are settings to control the camera film gate/focal length? I feel like the view is too distorted on the outer portions. Couldn’t seem to find a setting that would help with that.
One quick question to the UE4 savvy: Where are settings to control the camera film gate/focal length? I feel like the view is too distorted on the outer portions. Couldn’t seem to find a setting that would help with that.
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If you add a camera to the scene there are all kinds of camera settings in the detail panel.
I believe it’s something to do with mipmaps. There’s a setting that can turn mipmaps off completely that generally solves that auto-LOD issue. It was a huge issue back in 4.1 but was hotfixed. Sorry I don’t have better info - going off memory right now - but I know the answer to the 4.1 issue (which is the exact effect you’re having) was solved via forum responses on these .
OK, I’ll look into having it turned off completely. For now I just went into each albedo texture and turned it off, which fixed it (at least for the albedo maps).
Updated with a custom floor. Still plan to add some broken tiles to certain areas:
Very good work, looking nice so far, i love the textures on those props
Here’s a suggestion, that extra wall with the window in the concept picture really adds a lot, i think if you did something similar it would make your scene even more interesting
This is great work so far! Have you thought about adding a PostProcess effect to dirty up the camera lense? It would add to the ominous feeling you are trying to convey!
Coming along very nicely… Not sure how close you are to being done, but I think some torn wall paper -with extra effort not to look like a repeating pattern like the concept art- would go a long way. Also, a little more scattered debris and overall grunge -however you achieve it. Perhaps using 's suggestion. -And perhaps light fog/with dust particle effects to enhance light beams coming breaking through the boarded up windows.
Yes, I’d like to add plenty of decals and some meshes for debris and grunge, as well as the torn wallpaper. Also would like to experiment more with dust/light and camera dirt mask.
Was on a hiatus because of a big cross-country move and job change. Going to get back into this scene tonight. Any additional critiques would be appreciated!
Here’s a question:
Why are my shadows disappearing? First screencap shows shadows from the boarded up windows, but when I move away from them, they disappear.