[UE4 - WIP] Columbia Scene - (Based on Hitman 2) - Mud Ground Material (WIP 3)

Work In Progress / 04 February 2019

In between all the stuff's that's been going on, work and non-work related stuff, I've been making these for the Columbia scene. Some slow pickings. These will be for the ground in the scene, to blend. I was aiming for a mud base material, mud + grass, and grass. The grass might be over-kill, as far as the height, so I'll adjust that a bit.

I hung out with some indie devs earlier today to try and focus on the albedo/roughness for the first material, before bolting out for the Superbowl. I haven't placed all of them in the scene yet. Just thought I'd post a WIP for the sake of posting a WIP. I'll get back on this whenever I'll squeeze in the time.

[UE4 - WIP] Columbia Scene - (Based on Hitman 2) - Mud Ground Material (WIP 2)

Work In Progress / 27 January 2019

Mud ground WIP, part deux. Might make another variation with the mud ground.

Mud (slightly different form) + grass
Grass + some mud  

I'll eventually play around with these, blending the materials in the scene. Still refining this one, but don't want to get too stuck on it.

[UE4 - WIP] Columbia Scene - (Based on Hitman 2) - Mud Ground Material (WIP)

Work In Progress / 26 January 2019

I went through the mud ground material I made before, from the mentorship w/ Josh Lynch, & just went over a bit of Daniel Thiger's mud ground tutorial, just to try out different workflows for this material. Not sure if I'll use everything I watched through Thiger's tutorial, but probably will use some practices that I've never done before.

It's still a wip. I don't want to make a replica of what Thiger made on his tutorial, so I most likely will change it up.

I'm planning to split this up, compared to the game. I'll be making the mud ground material first, then the shoe prints, tire tracks, puddles, and a few others after.

[UE4 - WIP] Columbia Scene - (Based on Hitman 2) - Quick BlockOut

Work In Progress / 22 January 2019

Here's a quick block out on just the thought process I have for this.
I was just adding a bunch of boxes around on what I was thinking it would look like, just from the first image, and then built around it (which probably isn't as necessary). I plan on re-using assets that I would make to fill in the areas around the main spot. Just for the sake of paths and what leads to where, I've added point lights on areas where it'll almost serve as an exit or entrance to somewhere else (these will eventually be replaced).

As far as what I'll be making next, I most likely will give the ground and water a first pass, with some temporary meshes along the way, like some rock-type meshes and a bridge mesh.

[UE4 - WIP] Columbia Scene - (Based on Hitman 2)

Work In Progress / 20 January 2019

Alright, so I've decided to make a thread on a scene that caught my interest. This is a concept art piece by Carlos NCT for the Hitman 2 game: https://www.artstation.com/artwork/8lbWPm (This is for the Columbia map in the game) *Posted this on Polycount, too. Might just cross post in between.

I only played Hitman (2016) and not the sequel (I might, though, it's tempting). This scene will get me at least to focus on  foliage and on areas that I normally don't focus on. I'll be dissecting the concept, and will move forward from there, with the block out phase.

I've added a few other concepts on my reference board that were also part of the Columbia map.

Here are some references from Columbia that I grabbed off of online. Most of them were from the Lost City (Ciudad Perdida), the Darién Gap (swampland by Panama & Columbia), La Ciudad Perdida - Santa Marta, and any jungle or swamp images I could find that's in or nearby Columbia.

The reference board, as far as the art quality I'm aiming for, is inspired by Tim Simpson (Pixelmasher), from his ArtStation Challenge video blogs. For the art quality, early on, I was going to dig up images from games like For Honor and Tomb Raider, but just came across more images from the Columbia map, from the game.

These were from Elite 3D, IO Interactive, and Sumo Digital.
https://www.artstation.com/artwork/rRJG4L (Mary-Sue Challinor)
https://www.artstation.com/artwork/58vnk8 (Álvaro Carreras)
https://www.artstation.com/artwork/KaRVNr (I may go over this article, too, from 80lvl and Álvaro Carreras)
Going to go bit-by-bit and this, and hopefully won't get too overwhelmed :smile: