kanga
Alex_J

ATaylor96

JonathanAnimates
Hello everybody. I am working on a scene based on the image below, from Alexandre Dibone (https://www.instagram.com/alexandrediboine/)
Right now I have finished blocking the entire scene, and have a couple of textures in place, for some of the wood parts, and the walls:
I'm not really sure on how to tackle my next steps, since I'm a novice.
I know I need to now UV all the props.
What I don't know is:
1 - Should I change any of my assets, add bevels, change topology, etc? (I can provide better views of the models)
2 - Should I bring each asset to Zbrush and scuplt them? Give most/all a pass of subdivisions and use that as the high poly? Or should I decide only a couple to give this treatment? (scuplting, subdivisions etc.)
3 - If I decide to sculpt only a few assets, and then want to bake the normals, on substance painter, will I have problems if only a couple of the assets have a high poly version and the others are low poly only? ( because I would export everything into a single FBX file, in order to texture all the props in one atlas. Sorry if my wording is confusing. Let me know and I'll try to explain my question better).
4 - I don't know how to properly light a scene, so help here would be apreciated too. I want to emulate the lighting as it is in the drawing from Alexandre.
Thank you for the help!
sacboi
https://www.youtube.com/watch?v=ClDpdwX5lCQ






Yeah, Zspheres definitely don't work for me. So much less convenient for blocking in than dynameshing.