Holy crap, thanks so much guys! Really glad you like it! Can't wait to get started on the breakdown!
@[HP]: Thank you so much for the kind words! Great crits, and I definitely see what you mean. I can take a couple of new shots with less/without DoF when I post the breakdown.
@shabba: Thanks a bunch! Very glad you like it. Regarding the power bar, I agree with you. When looking at the images when posting it kind stuck out to me as well. Might go back and fix this for the breakdown and update the final shots. Thanks a bunch for pointing that out.
@Steve_T: Cheers! For the individual asset previews I used Marmoset Toolbag.
@leleuxart: Yes, exactly! Custom res and r_getscreenshot 2.
@gartht3d: Wow, thank you! I'll definitely look into making a quick tutorial on how I made the floor. Great suggestion! It took me about 3 weeks I believe.
@seth.: Cheers! Yeah, I see what you mean regarding the DoF. As I mentioned in one of the previous replies in this post I might take a couple shots with reduced/removed DoF so that more of the scene is visible.
Could you explain/comment your lighting setting? please
Thank you very much!
I started out with just the time of day -- I tweaked it until I got the sun in approximately the correct height, and then I rotated the sun slightly to get the shadows where I wanted them.
Once that was done I started adding fill lights wherever I wanted it to be brighter or have a different highlight. I used spec-only and diffuse-only light pretty often. It's a real cool feature. ^^
When I was getting closer to finalizing the scene I started to almost "light paint" the scene by adding differently colored lights here and there.
I will try and explain the lighting better in the coming breakddown, but hopefully this helps a bit.
I've finished writing the post-mortem/breakdown! I really hope there's some information here that you'll find useful! I sure learned a lot from this project!
Hopping on the compliment train - Really loved the way this turned out (and awesome write-up as well)! I really like that you took the time to nail the colors and lighting and paid attention to gradients as well as the way the eye would move across the image. I wish you could figure out how to get a lighting only shot in CE3, but no worries.
Only minor detail would be to try and darken the foreground a bit. The shelving on the left as well as maybe the boxes on the floor right? The scene has pretty nice contrast but I think you could push it a bit more and having darker foreground elements will naturally frame your composition better. I'm okay with your DOF in most of the shots except the few where it feels unnatural. I think what stands out most is the razor sharp point in which something is in focus to where it's blurred. A softer falloff with help if you re-shot a few of the images.
Wow, very happy you like the breakdown! Thanks a bunch for the kind words!
@Endfinity Jon: Thank you! Regarding darknening the foreground - I actually made it much darker before, but decided to brighten it up again slightly. I don't know why, but it kinda drew the eye towards the foreground even more, if that makes sense? Also, I might do another screenshot pass with revised DoF settings. I really appreciate the feedback!
I realized I forgot to post this progress gif, so here it is!
On page 2 you state for the walls and trim you created a HP model to bake down. Did you bake down to a tileable plane texture sheet that was then placed onto Low poly models? Or did you bake the whole apartment walls/trims down to one low poly model?
Incredible work. I was just wondering if you can show the breakdown of the pieces of the walls and ceiling. I've mainly had experiences with exterior modular stuff but I wanted to see how you constructed the base of the room with the assets.
Replies
@[HP]: Thank you so much for the kind words! Great crits, and I definitely see what you mean. I can take a couple of new shots with less/without DoF when I post the breakdown.
@shabba: Thanks a bunch! Very glad you like it. Regarding the power bar, I agree with you. When looking at the images when posting it kind stuck out to me as well. Might go back and fix this for the breakdown and update the final shots. Thanks a bunch for pointing that out.
@Steve_T: Cheers! For the individual asset previews I used Marmoset Toolbag.
@leleuxart: Yes, exactly! Custom res and r_getscreenshot 2.
@gartht3d: Wow, thank you! I'll definitely look into making a quick tutorial on how I made the floor. Great suggestion! It took me about 3 weeks I believe.
@seth.: Cheers! Yeah, I see what you mean regarding the DoF. As I mentioned in one of the previous replies in this post I might take a couple shots with reduced/removed DoF so that more of the scene is visible.
Again, thanks so much everyone!
Could you explain/comment your lighting setting? please
Thank you very much!
I started out with just the time of day -- I tweaked it until I got the sun in approximately the correct height, and then I rotated the sun slightly to get the shadows where I wanted them.
Once that was done I started adding fill lights wherever I wanted it to be brighter or have a different highlight. I used spec-only and diffuse-only light pretty often. It's a real cool feature. ^^
When I was getting closer to finalizing the scene I started to almost "light paint" the scene by adding differently colored lights here and there.
I will try and explain the lighting better in the coming breakddown, but hopefully this helps a bit.
Do you use env probe?
Thank you!
Yeah, I did. They make such a huge difference! I used one per room.
Your doing a breakdown video? That's gonna be priceless.
Oh, no need to can subd modeling! It works great in cunjunction with baked normals as well!
I'm working on the breakdown right now actually. It won't be video, but text and images.
Link in image above, or by clicking here (.pdf)
Again, thank you all so kindly for helping me with this project!
Only minor detail would be to try and darken the foreground a bit. The shelving on the left as well as maybe the boxes on the floor right? The scene has pretty nice contrast but I think you could push it a bit more and having darker foreground elements will naturally frame your composition better. I'm okay with your DOF in most of the shots except the few where it feels unnatural. I think what stands out most is the razor sharp point in which something is in focus to where it's blurred. A softer falloff with help if you re-shot a few of the images.
Wonderful work!
-Jon
@Endfinity Jon: Thank you! Regarding darknening the foreground - I actually made it much darker before, but decided to brighten it up again slightly. I don't know why, but it kinda drew the eye towards the foreground even more, if that makes sense? Also, I might do another screenshot pass with revised DoF settings. I really appreciate the feedback!
I realized I forgot to post this progress gif, so here it is!
Thanks everyone!
On page 2 you state for the walls and trim you created a HP model to bake down. Did you bake down to a tileable plane texture sheet that was then placed onto Low poly models? Or did you bake the whole apartment walls/trims down to one low poly model?
Thanks for posting all this!
love the Quixel logo on the fridge! xP
and a big thanks for the breakdown!