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    [RELEASED] Medieval Stronghold Architecture

    UPDATE 12-07-2018:

    I think I'm almost ready to push this to Epic's. The final render is done! On top of that, the current scene run at 120FPS everywhere on my side in-engine 4k with a 1080TI, with a polycount going from 500k to 2.5m and draw calls from 500 to 1.5k in-context. It seems like the optimization pass is helping a lot more than anticipated!

    Some stats: When englobing the scene (which means the camera is far away and only look from a somewhat top-view, you would never have this PoV in a game without fakes), I'm sitting at ~5m poly and roughly 90FPS.

    The double-sided set has 11 modules. 6 has been crafter for exterior meshes, 5 for interior. They're very similars and should only be used if you want to let players build their own bases, or when you have to implement large, uninstanciated modules in a dynamic lighting setup.

    The Scaffold meshes and modules were done back from scratch. The base planks used for these used to have a lot of wasted polygons. I've redone then from the ground up and gave a good optimization pass on the ropes. Small warning: To keep consistency throughout the whole Scaffolding setup, I've had to change some pivot points. This means that when updating, you're likely to see modules that have a rather large offset. I'll have the full list when the patch goes through!

    I've gone and revamped the lighting of the scene too, to give it a better feeling and better control on screen brightness when navigating.

    Of course, there's a lot of bug fixes mixed in this. Floating modules in the demonstration scene, collisions that have a lot of wasted polygons, etc...

    Finally, I've remade the interior walls' textures in 4k, as per requested. All the interior modules have been updated to reflect the new texture -- you should notice a lot less of artifacts!

    Screenshots:







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    UPDATE 11-29-2018:


     
    Spoiler


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    ORIGINAL POST:
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    It's finally live! You can access it from the official page here: https://www.unrealengine.com/marketp...d-architecture

    Here's a quick tour of the demonstration map in addition:



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    OLD:

     
    Spoiler
    Last edited by Wolven Digital; 12-07-2018, 04:41 PM.
    https://www.facebook.com/WolvenDigital/
    https://twitter.com/WolvenDigital
    Dwarf Fantasy Environment Set 1.1
    https://www.unrealengine.com/marketp...d-architecture

    #2
    It looks fantastic, how much time invested so far?

    Little curuous about the lowest LOD for the stairs, seems a bit aggressive with the reduction does it not? Changes the silhouette and tears faces apart, seems harsh compared to the LODS for the door? Looks Almost as if it was meabt to be a mesh designed for multiple levels of destruction.

    No offense everything else included in the post itself seems to look great

    Comment


      #3
      Originally posted by VINC3 View Post
      It looks fantastic, how much time invested so far?

      Little curuous about the lowest LOD for the stairs, seems a bit aggressive with the reduction does it not? Changes the silhouette and tears faces apart, seems harsh compared to the LODS for the door? Looks Almost as if it was meabt to be a mesh designed for multiple levels of destruction.

      No offense everything else included in the post itself seems to look great
      I haven't kept a precise count on the amount of time invested, but saying there's roughly a month and a half in it would be accurate. I plan to spend about another month in it, so it should release by the end of this month or next.

      Yes, you are right about the aggressiveness of the stairs vs the door LoD. The main difference is that the stairs gets rendered more often at larger distance, because it's an outdoor module, whereas the door will always be integrated inside a wall -- the engine will not render modules that are not seen by the camera. Likewise, LoD4 is really far from the main camera, so there's no actual popping (even if the mesh is utterly destroyed).

      With that said, I think you're right and it's too aggressive. LoDs are not final, so I'll make sure they at least keep their silhouette.
      https://www.facebook.com/WolvenDigital/
      https://twitter.com/WolvenDigital
      Dwarf Fantasy Environment Set 1.1
      https://www.unrealengine.com/marketp...d-architecture

      Comment


        #4
        Wow, this is really nice. I am going to buy it for sure!
        I already loved your dwarf environment set, really good work with this one.
        Allow me to ask: Will we see more medieval assets from you? Or do you plan to make this asset the last one? If possible, I would like to buy more stuff with your art style.

        PS: It may just be me, but the texture for the door looks a little too shiny or low-res compared to the rest.

        Comment


          #5
          Well it all looks great thats for sure i was merely curious, glad it isnt mostly just my technical ignorance or something lol.

          I hope someone puts this to good use, medieval and egyptian / sandy desert environments and architecture were some of my favorite styles to work with back in UT2004s golden years

          Comment


            #6
            Originally posted by rYuxq View Post
            Wow, this is really nice. I am going to buy it for sure!
            I already loved your dwarf environment set, really good work with this one.
            Allow me to ask: Will we see more medieval assets from you? Or do you plan to make this asset the last one? If possible, I would like to buy more stuff with your art style.

            PS: It may just be me, but the texture for the door looks a little too shiny or low-res compared to the rest.
            Haha I'm glad you like it! And your support is really appreciated.

            I will do other sets, that's definitive. It won't happen before next summer (Summer 2018), because University (Computer Science) eats too much of my time. Still, I'd like to work on an Elvish set next, to complete the "Human/Dwarves/Elves" trinity.

            About the door, yes it's way too shiny. I'm currently working on the doors' textures as there are a few things I'd like to fix, including the shine and the "pixelation" on the sides of the wood planks. It'll be there on the next update.
            https://www.facebook.com/WolvenDigital/
            https://twitter.com/WolvenDigital
            Dwarf Fantasy Environment Set 1.1
            https://www.unrealengine.com/marketp...d-architecture

            Comment


              #7
              The polycount seems quite high but your textures don't look high detailed as well when you move close to the objects. Are you using PBR, LERP, Vertex Painting ? 2048x2048 or 4096x4096 textures? I mean you door LOD0 is 75k+ polygons so it is an high poly model for an object like a normal sized door and still I see a lot of detail (high frequencies) on the metal ornaments only while the wood textures look washed out lacking detail. The walls bricks textures I don't know.. you didn't add a close up picture but if they are like the wood ones then you need to improve those too. At a distance everything looks excellent but an high poly modular set like this one needs to look very detailed everywhere and I don't think you are going to set a cheap price, right ? The 2Million+ polys example castle you show can't have the textures washed out anywhere, it would just be unacceptable if you are going for an high price... it must look excellent for FPS gaming as well and so moving very close to objects.
              Last edited by DarkS474; 07-04-2017, 02:54 PM.

              Comment


                #8
                Hype: "Create a modular interior architecture".

                Comment


                  #9
                  This is gorgeous, great work!
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                    #10
                    Originally posted by DarkS474 View Post
                    The polycount seems quite high but your textures don't look high detailed as well when you move close to the objects. Are you using PBR, LERP, Vertex Painting ? 2048x2048 or 4096x4096 textures? I mean you door LOD0 is 75k+ polygons so it is an high poly model for an object like a normal sized door and still I see a lot of detail (high frequencies) on the metal ornaments only while the wood textures look washed out lacking detail. The walls bricks textures I don't know.. you didn't add a close up picture but if they are like the wood ones then you need to improve those too. At a distance everything looks excellent but an high poly modular set like this one needs to look very detailed everywhere and I don't think you are going to set a cheap price, right ? The 2Million+ polys example castle you show can't have the textures washed out anywhere, it would just be unacceptable if you are going for an high price... it must look excellent for FPS gaming as well and so moving very close to objects.
                    Hi Dark,

                    Let's delve in the technical first. The textures are mostly 2048x2048, based around specific meshes (stones, wood planks, ground tiles) that can then be used at will in modular pieces. So, for instance, the walls uses two textures: One for the bricks, and one for the plaster layer. The bricks uses a 2048x2048 map while the plaster use a 1024x1024 texture. This allow larger meshes to have a highly defined visual without costing too much in term of GPU memory. The only exception to this is the brown wood (not the doors), which uses 4096x4096 as it is made of 18 unique 2 meter pieces.

                    The materials are all PBR. They're mostly crafted in Quixel DDO, which uses scanned materials. Obviously, they're highly tweaked on my end as using brute materials wouldn't feel very good visually.

                    To answer your question about the wood material looking pixelated, this is a result on my end for having tried something for the borders which turned out to not quite be what I had in mind. Here is a small album on imgur of some close, high-res screenshot taken during gameplay:

                    http://imgur.com/a/dA8pW

                    As for the price, it has not yet been decided. What's sure is that it will not be below USD$50, but what are your thoughts about a potential price?

                    I just want to clear something else, which I should've said in my first post: This is made as a third person asset pack first and foremost. While it certainly can be used for FPS games, it is not being crafted with this in mind. Even less so for VR.

                    Hope I was able to be able to answer your questions!

                    Originally posted by Neff10 View Post
                    Hype: "Create a modular interior architecture".
                    I dread that moment. It's incredibly intimidating, but I think it'll be worth it.

                    Originally posted by Ironbelly View Post
                    This is gorgeous, great work!
                    Coming from you, that means a lot. Your work is astounding in itself, so thank you!
                    https://www.facebook.com/WolvenDigital/
                    https://twitter.com/WolvenDigital
                    Dwarf Fantasy Environment Set 1.1
                    https://www.unrealengine.com/marketp...d-architecture

                    Comment


                      #11
                      Updated with this weeks' stuff! Look at the edited first post to see what's new.
                      https://www.facebook.com/WolvenDigital/
                      https://twitter.com/WolvenDigital
                      Dwarf Fantasy Environment Set 1.1
                      https://www.unrealengine.com/marketp...d-architecture

                      Comment


                        #12
                        Very interested in this!

                        Only thing i suggest to change, the repetitive wall design of these tower walls.
                        Click image for larger version

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                        LEGENDS OF EPICA | CLIMATE STATE

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                          #13
                          It looks great, my only feedback would be to add some color into it. Everything blends in. Just some examples but the roofs blend into the tower bricks, the bars in the windows are using the same brick color. In the video, even the wood doors/parts blend into the brick parts.

                          With that said, it looks awesome and I'll pick it up. It just blends together.

                          Comment


                            #14
                            That indoor shot is fantastic. Great work on this pack. Get some cloth flags blowing in the air, it will bring life to the environment.

                            Comment


                              #15
                              Click image for larger version

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                              Also at that spot maybe some kind of assembly hall with bluish windows or some borders at least, and a larger room? Its high up on the castle, thus a super room .... and a balcony would be great here, with wood pieces even. The perfect spot for a cinematic scene, from where the king talks to his soldiers in the court ....
                              Last edited by unit23; 07-10-2017, 02:46 PM.
                              LEGENDS OF EPICA | CLIMATE STATE

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