Tree Scene – Unreal Engine 4

– Decided to create a scene in UE4 to show off my model. All the assets and effects (besides the focal piece) were used from Unreal’s maps such as ‘Cave Effects’ and ‘Blueprint Examples’.

The assets were created in: 3ds Max, Zbrush, Photoshop

Music: fragment from Ulf Soderberg

Check out my port site for it being all on one page:
DimaKulakov.com

Tree Scene – Unreal Engine 4

WIP – Tree_Scene

I’ve placed my re-done asset(s) into a world built from Unreal’s levels – effects cave and example map (blueprint map).

-I haven’t made lightmaps for all the meshes, that why the grass/leaves are black.
-I will try figuring out how to do ‘blend weights’ painting /w 3 variables including their normals. (so I can paint the transition between the hill and the bottom of my mesh)
-will add more prone spec maps.
-come one step closer to god.

WIP – Tree_Scene

Pass_2

Pass_2

Trying to flesh out the details, still planning on the macro level. Very soon – going to break tiliable things apart and take them into Zbroosh.

Piece of old Czech city + imagination; trying to get the theme of old vs. new; as the new tech is taking over the old. Restorations are taking place, but it’s only a matter of time till the defibrillator stops functioning.

Still playing around with the mood in Max and UE4.

Pass_2

Blockout_Scene1

Blockout

In the process of making a AAA-looking scene; The inspiration and lighting was taken from the second level of bf2 + the actual architecture was photographed in detail, whilst I visited Prague. I want to add lots of different rain effects, always going back to the bazaar scene from bladerunner.

currently, in ue4 having difficulty figuring out the conjunction between ExponentialHeightFog, and how it changes the color of the sky_sphere. On top of that chking and unchecking ‘colors determined by sun position’ + DirectionalLightStationary and how that effects the mood too – i just can’t get the environment to feel dark enough.

Blockout_Scene1