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  3. Filipe Goncalves

Posts by Filipe Goncalves

  • [UE4] Prison

    • Filipe Goncalves
    • June 18, 2017 at 12:31 AM

    Hi,

    This was a quick environment made for a class. It's not finished (time...time...)

    I know I know, I start a lot of projects but finish very few. I admit that. Tried some moving volumetric lights and some rotating beacons. Colors are too saturated I know, may have to adjust that... Most assets come from The Corridor Tutorial by worldofleveldesign.com (used with permission). The remaining ones were modeled in Maya and textured in Substance Painter. As usual feel free to comment.


  • [UE4] Research Facility - Office Area

    • Filipe Goncalves
    • May 16, 2017 at 11:47 PM
    Quote from FMPONE

    2 hours ago, FMPONE said: Looks pretty cool. Definitely like the last shot the best, it has more colors.

    Thanks, glad you like it.

    Quote from BJA

    1 hour ago, BJA said: Great work so far, the last shot has some cool lighting. As you already said it's not really looking too futuristic right now, which is not a big deal, imo. You could push it a bit by adding monitors, holograms or whatsoever.

    My only complaint would be that everything is pretty boxy. Office environments often tend to end up that way it seems. Especially when looking at the first three screenshots. Windows, doors, planters, lamps, floor tiles, vents, benches...they all have the same shapes. The foliage breaks it up a bit which is nice.

    I agree, it's too boxy. I'll try to break it up. There will be rounded shaped reception desks and I'll probably change the big pots into something else.


    Quote from 2d-chris

    3 minutes ago, 2d-chris said: I really like the concrete walls, might want to experiment with adding more for a more unified interior design.

    [Blocked Image: https://s-media-cache-ak0.pinimg.com/originals/a2/f5/41/a2f541754b9d1122a7fe82039023ce14.jpg]

    I'm not sure what you mean by adding more. You mean more concrete elements, like the floor, reception desks, etc.?

  • [UE4] Research Facility - Office Area

    • Filipe Goncalves
    • May 16, 2017 at 4:01 PM

    Interior environment Most of the assets come from "The Corridor" tutorial (worldofleveldesign.com). The remaining ones were modeled in Maya and textured in Photoshop and nDo. This environment is still WIP and what is shown here was made in 3 days, so still lots of work to do.

    I plan to change the trees, plantas, probably the floor material, surrounding buildings. I also want to make a city which would be visible throught the windows, partially hidden by fog. I'll play with the light (4.16 volumetric light, I want to try it), add some particles. The empty space in front of the elevators will be filled with reception desks and some info signs.

    This is part of a research facility in a near future (not very futuristic at the moment :) ) building in a semi-decadent atmosphere. I don't want it to be trashed or abandoned, just a bit neglected and in need of maintenance.

    Suggestions, comments ?

    Thanks.


  • [UE4] Abandoned Factory - WIP

    • Filipe Goncalves
    • April 27, 2017 at 3:30 PM
    Quote from cglewis

    3 minutes ago, cglewis said: Hopefully 4.16 will be fully implemented and you can take advantage of the volumetric light :) because that would look sick in this scene

    \

    Exactly what I thought!. I had started this scene 2 or 3 days before 4.16 preview came out. When I saw the new volumetric light I realised I would have to update it just for that feature!

  • [UE4] Abandoned Factory - WIP

    • Filipe Goncalves
    • April 27, 2017 at 3:21 PM
    Quote from cglewis

    14 minutes ago, cglewis said: ah yeah some unreal goodness

    It has to be! Goodness all the way! :)

  • [UE4] Abandoned Factory - WIP

    • Filipe Goncalves
    • April 27, 2017 at 2:12 PM

    Hi ! I'm going to make an environment in UE4 inspired on the following image:

    I'm not trying to copy the original 100% but rather take inspiration from it. I'm aiming for a realistic look. What I've got so far:

    Blockout (Camera angle is much wider than the original. Will ajdust as I go).


    Zbrush damage on the column and some SUbstance Painter early tests:

    I'll try to update soon. Cheers!

  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • October 17, 2016 at 1:42 AM

    It's been hard to get some time to work on this, but here's another update.

    New windows.

    Playing with LUTs.

    :)

  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • September 8, 2016 at 4:12 PM

    Here's a quick sketch I made for the new windows with a super dirty paintover in photoshop. Instead of being a station in space this will be a station settled on the bottom of a sea of methane, in the moon Titan. I thought it would look cool with an underwater (methane in this case) view. Some of the ground mud and rocks would be in contact with the external glass for a cool effect. I imagine submarines passing by with strong spotlights to illuminate their way.


  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • September 8, 2016 at 3:26 AM

    Sci-Fi environment WIPSmall update. Changing the look of the large windows.


  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • September 2, 2016 at 4:55 PM

    Testing my brand new fern, made with megascans textures.Also testing sound occlusion. You can hear the sound change as the player goes to the back of the column (turn up your sound!)

  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • September 2, 2016 at 3:12 AM

    Sci-Fi Environment WIP (UE4) Here's a small update after a long pause. Sorry about that, I'm going to post more often from now on. The fern is from megascans :)


  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • June 26, 2016 at 1:37 AM

    Small update. Column is not finishied yet.


  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • June 17, 2016 at 12:12 AM

    Concept for a sci-fi column that I'll be modeling next


  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • June 16, 2016 at 3:02 PM
    Quote from BJA

    20 minutes ago, BJA said: Nice updates! Are you still making a space station? looks more and more like a night club/bar/restaurant to me.

    Thanks for commenting. Yes it's still some sort of sci-fi environment. This is a mall/restaurant area. Right now it's not looking very sci-fi, I agree with you. When I looked at these last images I had the same feeling. My goal was a low tech not very futuristic sci-fi but I guess I have to "sci-fi-it" a bit more.

  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • June 16, 2016 at 1:27 AM

    Environment Update


  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • June 13, 2016 at 5:15 PM
    Quote from spence

    35 minutes ago, spence said: Masked blending mode is for "cutout" style masking - either the material is completely opaque or completely transparent, but never anything "in-between". Maybe separate the glass part into its own mesh/material?

    Yes. I tried making everything in one material but didn't work. With a separate material everything works fine.


  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • June 13, 2016 at 1:51 AM

    I'm having a hard time making this glass material look right inside UE4. It's very different from what I get in Substance Painter as you can see. The glass is not a separate object, it's part of the same mesh, so when I set the material to translucent inside UE4, other parts of the mesh get transparent too... so I decided to try changing the material blending mode to masked. Now the object is opaque but the glass transparency doesn't accept intermediate values: its either is completly transparent or completly opaque... Any clues on how to solve this? Thanks.


  • SAMPA // A near-future sci-fi city in Unreal 4

    • Filipe Goncalves
    • June 6, 2016 at 11:25 PM

    Awesome. I'm downloading it now!

    Wait...do I really need to use Oculus to run this?

  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • June 3, 2016 at 12:52 AM

    This is a bug. Answer from one of the Unreal developers: " I was able to track this down. I hoisted the max roughness mip count out of the shader into the c++ side and the "- 1" to get the max mip index was still being applied on both sides (in c++ and hlsl). I will have this fixed in the next HotFix. Thank you so much for reporting it. "

  • [UE4] Station C3 - Sci-fi Environment (WIP)

    • Filipe Goncalves
    • June 2, 2016 at 6:47 PM
    Quote from Klassic

    17 minutes ago, Klassic said: Honestly, I like 4.12 more :)

    Yes you're not the first to tell me that :)

    I feel reflections may be a little too strong. I guess I'll have to rework the roughness map :(

    Quote from Minos

    18 minutes ago, Minos said: Did you try rebaking the map?

    What do you mean by rebaking the map? You mean the level light build? If that's the case yes I have rebuilt the lighting.

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