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Filipe Goncalves

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Everything posted by Filipe Goncalves

  1. 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.
  2. Thanks, glad you like it. 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. I'm not sure what you mean by adding more. You mean more concrete elements, like the floor, reception desks, etc.?
  3. 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.
  4. 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!
  5. It has to be! Goodness all the way!
  6. 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!
  7. It's been hard to get some time to work on this, but here's another update. New windows. Playing with LUTs.
  8. 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.
  9. Sci-Fi environment WIPSmall update. Changing the look of the large windows.
  10. 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!)
  11. 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
  12. Small update. Column is not finishied yet.
  13. Concept for a sci-fi column that I'll be modeling next
  14. 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.
  15. Yes. I tried making everything in one material but didn't work. With a separate material everything works fine.
  16. 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.
  17. Awesome. I'm downloading it now! Wait...do I really need to use Oculus to run this?
  18. 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. "
  19. 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 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.
  20. Yesterday I updated unreal from version 4.11 to 4.12 After I converted the project I noticed that things looked different. Everything is darker, more contrasty and some materials way more reflective. If you look at the floor this is very obvious. The rough areas on the floor turned almost white in version 4.12 I already tweaked a lot of parameters but I still can't replicate the look I had in version 4.11... Any suggestions?
  21. Thanks. I agree. I'm going to dedicate some time to other areas and then look at this again with fresh eyes.
  22. I had the crazy idea of using wood on a portion of the wall. Is there wood in space? Of course not! This is just a synthetic coating imitating wood! What do you think? Keep it or lose it? Changed the scene back to daytime.
  23. Some updates: Added a moving fan and started shaping new modules.
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