Mother-in-law is visiting us, my life is pretty miserable for the next 2 weeks. ![]()
SAMPA // A near-future sci-fi city in Unreal 4
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Hahaha I know that feeling man. Well have fun

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Why does this map oddly reassemble the same structure as it was used in Time Splitter: Future Perfect game?
I remember Neo-toyko, I was wondering if anyone else would remember that <_<
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Neo-Tokyo was in TS2. I love all those games. I never made that connection looking at the pics, but I suppose the first pic reminds me a bit of neo tokyo, not much though.
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Finally got back to working on this scene
Made a few new buildings and pieces, right now I'm just laying the base work for the fluff which will come next
I also started working on a hero building for the main corner which will be the focal point of the scene. The layout will probably change a bit too, this is more of a quick mock up with the pieces I got so far to see how well they fit together. Also, it's my first test with lightmass, really surprised how smooth it looks! [Blocked Image: http://thiagoklafke.com/futuresampa/wip01/sampa_wip07.jpg] -
Mother in law gone = hello beautiful arts!
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I dont know why but I could totally imagine kicking some hyperion asses on that map.
Looks really good so far.

Is it going to be a full level?^^
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That's really inspirational man!
Only super obvious crit for me is the slight blue tint to the line in the middle of the street, I'd rather it were desaturated. Could use some other debris in the streets as well, I know it's WIP, but you gottttttta add a sick futuristic lambo!
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Thanks guys
Quote from AyzOnI dont know why but I could totally imagine kicking some hyperion asses on that map.
Looks really good so far.

Is it going to be a full level?^^
I wish I could make a full level, but working on urban scenes is waaay too much work
You can tell I totally underestimated the amount of work by my original blockout (this is still what I'm intending for the final level composition-wise):[Blocked Image: http://thiagoklafke.com/futuresampa/blockout01/futuresampa_blockout01.jpg][Blocked Image: http://thiagoklafke.com/futuresampa/blockout02/blockout02_03.jpg]
Quote from FMPONEThat's really inspirational man!
Only super obvious crit for me is the slight blue tint to the line in the middle of the street, I'd rather it were desaturated. Could use some other debris in the streets as well, I know it's WIP, but you gottttttta add a sick futuristic lambo!
Yeah I'm still unsure about what do with the sidewalks/streets. I spent way too much time sculpting these modular pieces so I really want to use them, but I think they are restricting me way too much. I also feel they should be cleaner and more scifi now, maybe with holographic crossing signs and shit like that. My latest thought is to model the entire streets and sidewalks in Max and break them up into smaller pieces for lightmaps, this way I have more freedom to add the variations I want. But I have a soft deadline for this in about 2 or 3 weeks (visa renewal coming up
) so I'll have to prioritize things as I go. I might still keep working on the scene after the soft deadline, I'll see 
Here's a quick list of stuff that I still plan to make:
- 4 unique storefronts
- 1 hero building for the corner
- Some backdrop buildings (already made a nice trimsheet for these)
- 2 or 3 modular building sets
- Shop signs, banners, LED displays etc
- Small props such as awnings, trash cans, vending machines and what not (will keep these super simple)
- Road work
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Looks awesome man. I think you should go back more closely to your first blockout screenshot. That kinda works as a small park and also has a better composition. You can get away without making cars or anything to bring the streets to life. Maybe put concrete instead of asphalt. That would save you a lot of work.
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Quote from MinosDisplay More
Thanks guys

I wish I could make a full level, but working on urban scenes is waaay too much work
You can tell I totally underestimated the amount of work by my original blockout (this is still what I'm intending for the final level composition-wise):[Blocked Image: http://thiagoklafke.com/futuresampa/blockout01/futuresampa_blockout01.jpg][Blocked Image: http://thiagoklafke.com/futuresampa/blockout02/blockout02_03.jpg]
Yeah I'm still unsure about what do with the sidewalks/streets. I spent way too much time sculpting these modular pieces so I really want to use them, but I think they are restricting me way too much. I also feel they should be cleaner and more scifi now, maybe with holographic crossing signs and shit like that. My latest thought is to model the entire streets and sidewalks in Max and break them up into smaller pieces for lightmaps, this way I have more freedom to add the variations I want. But I have a soft deadline for this in about 2 or 3 weeks (visa renewal coming up
) so I'll have to prioritize things as I go. I might still keep working on the scene after the soft deadline, I'll see 
Here's a quick list of stuff that I still plan to make:
- 4 unique storefronts
- 1 hero building for the corner
- Some backdrop buildings (already made a nice trimsheet for these)
- 2 or 3 modular building sets
- Shop signs, banners, LED displays etc
- Small props such as awnings, trash cans, vending machines and what not (will keep these super simple)
- Road work
As epic as this is, I agree with Steppen, the intimate, darker style in your first screenshots was probably cooler than these epics in terms of what they're doing. Add some rainy vibes to those first shots and dial back the focus, and I think stuff will pop big time
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Quote from Steppenwolf
Looks awesome man. I think you should go back more closely to your first blockout screenshot. That kinda works as a small park and also has a better composition. You can get away without making cars or anything to bring the streets to life. Maybe put concrete instead of asphalt. That would save you a lot of work.
This is a fucking great idea

I'll research some way to add rain in Unreal 4, if it's easy I'll totally do it

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Testing out the new Distance Field AO, getting pretty close to where I want mood-wise with this scene! I'm in love with this new AO, it's perfect for what I want and looks waaay beter than lightmaps. Epic did a kickass job with this, this shit is amazine
[Blocked Image: http://thiagoklafke.com/futuresampa/wip01/sampa_wip08.jpg] -
That looks nice

edit:
I did some photochopping, since I was having a hard time putting into words what was bothering me about the scene. I think adding some rain-based reflectivity to the streets and tweaking the contrast as well as the background would go a long way. http://i.imgur.com/QJqM5d4.jpg
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That looks lovely. It might be nice to have more lights on in the foreground buildings, though, or maybe a bit more of that neon. My eye keeps getting drawn to the lights on the high-rise buildings in the background.
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Minos, I wonder if it'd look better if the road was a bit darker? In general the scene is very mid-grey. The reflections might look even cooler on a dark surface!
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Update time

The main street is pretty much done architecture wise (still need lots of props) and it will be more of a commercial area. I also blocked out two other small areas (which I'll work on next): a small backalley filled with small shops and a corporate plaza (which part of can be seen at the end of this picture).
Thanks a lot for the feedback so far guys, some great ideas coming from this thread

[Blocked Image: http://thiagoklafke.com/futuresampa/wip01/sampa_wip09.jpg]
aaand fixed my parallax shader to support emissive on the background layer only, looks much better now

[Blocked Image: http://thiagoklafke.com/futuresampa/wip01/parallaxmaterial_new.jpg]
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