Create this Abandoned Environment in UE5

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  • เผยแพร่เมื่อ 8 ก.ย. 2024

ความคิดเห็น • 19

  • @tonystep3d
    @tonystep3d 25 วันที่ผ่านมา

    Thank you for sharing! I didn't know about USD format before, it's seems really useful, and i'll try to use it in my pipeline 🙂🔥🔥🔥

  • @dddharmesh
    @dddharmesh หลายเดือนก่อน +1

    Amazing

  • @cjellichheissen2379
    @cjellichheissen2379 หลายเดือนก่อน

    Great workflow and clean representation, well done.

  • @overlordeli
    @overlordeli หลายเดือนก่อน

    A true master at work! Way to go bro👏❤️‍🔥😉

  • @RandomNekato
    @RandomNekato หลายเดือนก่อน

    Love your render. I really like how the wood looks with all those displacements.
    I have a silly question that I want to ask.
    What do you call yourself as someone who creates this kind of stuff? Someone who does all these steps to produce these types of videos?

    • @real2late
      @real2late  หลายเดือนก่อน +1

      @@RandomNekato Tysm for the feedback! I would consider myself a 3D environment artist / a Game Developer

    • @RandomNekato
      @RandomNekato หลายเดือนก่อน +1

      @@real2late Thank you so much for the answer

  • @tobydaniel8320
    @tobydaniel8320 หลายเดือนก่อน

    This is so cool you have to make more videos like this 🔥🔥🔥🔥🔥

  • @luckyboy5nu
    @luckyboy5nu หลายเดือนก่อน +1

    Feels like the image has too much stuff going on and the colors are kind of mashed together, there's no contrast between the outside and the inside, both look brown and the overall image just has this dark brown tint for some reason
    I'm not sure if you used a Humanoid Character Reference when you made this but if not you should, Because of where the Bike seat and window Still is located, it looks like if a person was standing next to the window they'd be looking down instead of forward if they wanted to look outside and it just makes the whole space look claustrophobic
    This is meant to be a hallway but i couldn't imagine 2 people standing here, it looks like they'd be squeezing past each other for space. i think the overall idea is interesting but the scaling feels off, i think if the hallway was wider and longer it would work substantially better. Also just better color and composition would help alot, there's just too much brown in the scene, the structure is brown, the dirt on the glass is brown, the fog is brown, the lighting is brown, the light shafts are brown, even parts of the bike are brown. This is just my opinion on the piece tho. hopefully you take it as constructive criticism for future stuff!

    • @real2late
      @real2late  หลายเดือนก่อน

      @@luckyboy5nu This feedback is amazing man. I agree with you on everything, those are all things I am planning to change for the next project. I didn't use any Human reference (i dont really know why tbh) which is a mistake. For the next project that is something I am really focusing on.
      The lack of contrast / composition is due the lack of planning the shot, I changed a lot of stuff during the making & didn't really think of a focus point.
      About the colors that's what I probably struggle with the most & is the hardest to fix. I know that the entire scene sort of only has one tint, but I am not sure how I am going to go about fixing this for the next project. I hope that working with less fog & setting a better focal point will help with this.
      Thanks for the feedback man, really appreciate it!

    • @real2late
      @real2late  หลายเดือนก่อน

      How do you go about finding colors? Do you pick an actual color palette for the shot?

    • @luckyboy5nu
      @luckyboy5nu หลายเดือนก่อน

      ​@@real2late I've tried replying to this multiple times now but youtube keeps deleting it for some reason
      Definitely use a Human Reference it will instantly make the scene more visually cohesive.
      Color is a tricky topic as you somewhat have to develop an eye for it with time, Most of my personal color psychology comes from a video i watched a couple of years ago, i cant mention it on youtube because they keep thinking i'm an advertising bot and deleting my reply haha, but i'll put in a seperate reply to this with the name, It goes into the idea of using 50% Grey as your primary color and goes into the basics of what makes a color, it's orientated towards traditional art and concept art but it still very much applies to 3D, one of the main takeaways from the course is 3 questions you should ask yourself when picking colors for your scene:
      1. Is the color I need WARMER or COOLER than the color i currently have? (HUE)
      2. Is the color I need MORE or LESS vibrant/intense than the color i currently have? (SATURATION)
      3. Is the color I need LIGHTER or DARKER than the color i currently have? (VALUE)
      Using these 3 questions you can very quickly determine what colors fit in the scene, again i'd recommend watching that video (it's about 2 hours) as i can't really go too in-depth in a comment section.
      As for "Color Palettes" i'm personally not a huge fan, especially with generic color theory where artists just grab a color wheel and try to get a "mathematically correct" color palette, it's pretty stupid. Instead i ask myself those 3 questions and move on from there. Let's say i'm doing a Winter Cabin Scene, The overall scene needs to be COOLER, Less Vibrant and Lighter.
      The Trees and the Wooden Cabin need to be Warmer, More Vibrant (or less depending on what you want), and obviously Darker, Which will inevitably result with an accurate result like a Dark Wood tint.
      Another key thing is just simply getting feedback, Join some art discord servers and get some feedback, There's some non-obvious stuff that people might notice, for example the left window is completely smoggy and dusty, yet there's light beams coming through it which i don't think is even physically possible, what would likely happen instead is the light would disperse into the scene and would scatter all around with Global Illumination, Generally i'm just not a huge fan of the light shafts you used and with feedback that could have been adjusted much earlier.
      Anyways none of this is to discredit your work or anything, i think your already 80-90% there especially with the 3D Modelling/Texturing but you just need that extra 10-20% to fully get that AAA look i presume your looking for, i think getting better at lighting, color, compositing, scene setting (especially scale), feedback, and just being more harsh on yourself is all you need to get to that next level.
      I wrote a more in-depth reply yesterday but just realized it just disappeared and never went through, likely because i mention that course so i apologize if this one isn't as detailed.

    • @luckyboy5nu
      @luckyboy5nu หลายเดือนก่อน

      Simplifying Color Theory - Color Chat Vol. 1 by Wesley Gardner

    • @real2late
      @real2late  หลายเดือนก่อน

      @@luckyboy5nu I now bought the course on ArtStation. Tysm for the recommendation!

  • @tobydaniel8320
    @tobydaniel8320 หลายเดือนก่อน

    Hidden talent