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Church enviroment

polycounter lvl 12
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hannes d polycounter lvl 12
Hey guys
I ll be making an environment based on Banderlog his concept
tals.jpg
(interior2 by Banderlog - Artyom Vlaskin all copyright to the original creator)

sqog.th.jpg


day 1: research, plan, decide what to make, start blockout
kbvn.th.jpg
k18d.th.jpg

day 2: blocking out more, importing in unity, fixing scale, fixing camera FOV and proportions
when importing in Unity I realized the FOV didnt match with the concept, fixing the FOV showed that the pillars had to be closer to each other so will have to slightly adjust the models to fit
mfp5.th.jpg

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  • Cglewis
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    Cglewis polycounter lvl 12
    i feel your scale is off in your block out, im assuming that block represents a human correct?
  • Cibo
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    Cibo polycounter lvl 10
    Yep the scale is weird.
    Your curve for the roof is to big compared to the walls. In the concept the curve wall relation is smaller than 1:2 but in blockout bigger.

    The curve for the roof is not really a curve more straigt but in the concept more organic and the hole looks smaller compared to the room.

    I hope the box is not a person because its to big or the room to small.

    Aaaaaand, its not a church, more a throne room. :)
  • hannes d
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    hannes d polycounter lvl 12
    thx for the word throne room ^^
    i knew it was no church but it had similar architecture and I didnt had a word for it

    tried to fix the proportions all day
    tried various things like changing the number of pillars, FOV, camera position etc
    i hope this is close enough
    the cube is 2 meter high, based on the chair and the balcony


    j6c.gif
    i think i will go for 8 pillars in a circle
    the only thing i couldnt fix was the sides
    in the concept art you see a pillar on the side of the image (both left and right)
    but to get the same in 3d you have to move them or increase the FOV with a lot of distortion
    another way to fix it is if i assume this isn`t a circle but the end of a hall way and make this walls on the side straight instead of curved which moves the pillars into the view

    also if you look at pillar number 2 (count from left to right)
    the curved roof in my version has more perspective distortion then in the concept
    the only way to do that and have it in a similar position is to rotate it, which also would assume its a hallway instead of a round room

    here is a picture explaing the move in
    1 is liek it is now
    2 would be the end of a hallway
    by making it straight the pillars move inside making it more like in the concept

    i also painted a dude in there from 1,85 meter ^^
    the red lines painted over the screenshot illustrate the difference with the conceptart
    oi3h.jpg
  • hannes d
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    hannes d polycounter lvl 12
    day 4 & 5
    lost a lot of time on trying to get a good shader
    googled on the net, tried to make my own one, but cant get it like i want
    atm the basic one in unity looks best with the lightmapping
    so might just get rid of the fancy shit like cubemap reflections
    want at least normal map gloss spec diffuse lightmap
    i could go without lightmap though but it looks much nicer with it included
    ofcourse takes a lot of texture space but then you dont need lights
    ueg6.jpg
  • hannes d
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    hannes d polycounter lvl 12
    day6 didnt do much, messed bit more with shaders
    day 7: experimented with the cloth modifier to get a curtain
    modelled extra pieces
    experimented more with shaders
    upgraded unity and noticed my current shader broke >>
    should backup before upgradign next time
    day8 : modelled the Lowpoly for the curtain, but might have to do it different
    atm its 800 tris so that might be a bit to much
    i ll leave it alone for now and see how it looks in the engine when all base models and textures are there
    1jyd.jpg
    almost done with the modelling part so probably UV + textures soon
    j6wm.jpg
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