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Showing posts from March, 2019

The Secret Forest - VR build

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Having done so much in a day, I wanted to continue this project with an immersive 360 image. Still using the same scene and adding some new elements behind the camera. Luckily, this months free assets in the UE4 marketplace provided the perfect resources. I used the Ansel 360 8k screenshot, but decided not to use the stereo option. Although this can look great it still has some issues with dynamic lighting and shadows. I want the image to have maximum resolution in each lens. The ruined temple assets look great. Reminds me Skyrim. A quick render test of the deer. And the finished 360 image. Post processing, auto colour and clean up all done in photoshop. Click here to download the large image and try it out if you have some a VR headset. Edit. A few times as I'm explaining this scene to people it's difficult to comprehend a 2D image being a 3D scene. Hopefully this screen image will show how I built the scene.

The Secret Forest - 1 Day build

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I wanted to challenge myself to see what I could make in a day. I recently introduced my daughter to Princess Mononoke and realised instantly I wanted to make a forest scene. But one of colour and texture. The scene below is build in Unreal 4 with only one dynamic light source. The light rays and RGB rays are all faked, and the scene uses a mixture of pre-made and bought assets. The particle effects around the stone shine on the island and around the tree edges were taken from a laser weapon charging effect before firing.  An issue that 'pops up' now again is that the procedural foliage is floating after environment sculpting. This can be easily solved using the command prompt and entering either "removelandscapexyoffsets" or "grass.flushcache". I'm a big believer in using natural light in a scene, and creating immersive world that not only look great but feel exciting to look around. Lighting is a big part of that. Forest lighting is