Kamil Sroka MA
Followers
Tuesday 10 October 2017
Sunday 8 October 2017
Project Medieval City: Part 6
For the sake of building I kept most of substance materials low res. Not everything will be seen so I wasn't too concerned about things outside view.
But Scene is mostly build.
POM on roof tiles.
Story is in details. And in mood. And lighting. And so on.
I used decals as an easy way to add narrative. I put blood splashes and runes in some places.
Post process on and off.
But Scene is mostly build.
POM on roof tiles.
Story is in details. And in mood. And lighting. And so on.
I used decals as an easy way to add narrative. I put blood splashes and runes in some places.
Post process on and off.
Project Medieval City: Part 5
Project Medieval City: Part 4
When it comes to materials I decided to build one big material for buildings walls, so it can be used for all of them.
It consist of 3 different timber frame patterns and 3 different walls types. Every one of those material customizable. Which means changing colours, roughness, damages etc.
First I combined material type with material switch node to be able to change material in UE4 with one switch.
And next I blend them together with material blend node.
As a outputs for Base colour, Normal map and ARM maps from Material Blend node. But for the height map I used output from 2nd material switch node of timber frame pattern. I only wanted to have height information from frames.
Parallax Occlusion Mapping in UE4
It consist of 3 different timber frame patterns and 3 different walls types. Every one of those material customizable. Which means changing colours, roughness, damages etc.
First I combined material type with material switch node to be able to change material in UE4 with one switch.
And next I blend them together with material blend node.
As a outputs for Base colour, Normal map and ARM maps from Material Blend node. But for the height map I used output from 2nd material switch node of timber frame pattern. I only wanted to have height information from frames.
Parallax Occlusion Mapping in UE4
Project Medieval City: Part 3
Project Medieval City: Part 2
I started with building assets. First walls, then Windows, trims, plans, and small items at the very end.
Walls models are very simple, but because in Engine most of the details will be generated by material with POM it's not an issue.
Project Medieval City: Part 1
For this last scene I wanted to focus on modularity.
With every other of my scenes I had to temper my ambitions, I couldn't make them as big as I would like to, so for this scene I wanted to streamline the process so I can build more in lesser amount of time.
I decided I'll make a medieval street.
Since I like medieval times a lot I have so knowledge about architecture, types of building, items and so one. For years I collected a big library of photo reference and books on the topic.
https://pl.pinterest.com/kamilsroka/cities-medieval/
https://pl.pinterest.com/kamilsroka/castles/
The other thing I wanted to focus on is atmosphere of a scene. And try to suggest narrative with it. With lighting, values, colour palette.
I planned for every element to have few variations that could be easily swap around to speedup process of creating buildings. And I din't limit that approach to 3d models only, I took the same approach to creating materials.
With every other of my scenes I had to temper my ambitions, I couldn't make them as big as I would like to, so for this scene I wanted to streamline the process so I can build more in lesser amount of time.
I decided I'll make a medieval street.
Since I like medieval times a lot I have so knowledge about architecture, types of building, items and so one. For years I collected a big library of photo reference and books on the topic.
https://pl.pinterest.com/kamilsroka/cities-medieval/
https://pl.pinterest.com/kamilsroka/castles/
The other thing I wanted to focus on is atmosphere of a scene. And try to suggest narrative with it. With lighting, values, colour palette.
I planned for every element to have few variations that could be easily swap around to speedup process of creating buildings. And I din't limit that approach to 3d models only, I took the same approach to creating materials.
Subscribe to:
Posts (Atom)