Time to wrap this up since it's been months and this wasn't really going anywhere. And other projects are stealing my attention.
Here's the latest result.
This for the respons guys!
Alright I started working on this project this week.
I honestly have no idea what the final result is going to look like, in terms of composition and lighting
I basically just started making some abandoned building wall modules and figured I'll decide on composition and room layout later.
I have been focusing mainly on creating the shaders, textures and modules.
I'm pretty happy with the result so far, even though some of them are really placeholder.
What I do know is that I want it to be pretty bright. Alot of sunlight coming in throug the windows (and maybe a broken ceiling). And some vegetation climbing in throught the windows.
I need to make something more interesting than just 4 walls, so feel free to give any ideas you might have.
I've been thinking of adding a pool or something...
Replies
It's an old engine from classic European mine. You could get nice light effects on that shape. Also some catwalk sairs and platforms would do the job. Ceiling is ultra important and always left aside.
(The pillars will be holding steel beams eventually )
I decided to go ahead with the pool actually, because of the interesting shapes, materials and depth it provides.
I needed something to break up the boxyness (is that a word?) Also added the skylight to open up for more sunlight. And I'm going to add some big arched windows on the left side (leading in to another room) to break up all the horizontal/ vertical lines
One of the biggest problems right now is over all repetitiveness, both in shape and color.
Next step will probably be to add some vegetation to deal with the color issue
oh and the pool/ floor is suuuper placeholder.
The window sills are rather low; they'd typically start around 3' (1m) from the floor. You should also take a look at additional references for the windows themselves; they tend to have rectangular rather than square glass panels, and the glass is often quite cloudy.
Looking forward to see the end result, keep the good work up!
PaperTiger:
Funny that you mention the pool in Pripyat, it's actually what started this whole project and thanks for the images!
I'm working on foliage right now that will come in through the windows. The plan is to have a lot of vegetation. Vines, grass maybe some moss.
BIG thanks guys for the great responds
Made some foliage to start covering the room with, still alot to be added.
Next step is probably to fix the awfull plaster texture. And to start working on the floor and the pool.......And tweak the lighting:)
Other than that, enjoy it so far
Work on the plaster texture as you mentioned. Too high frequent details on on the flaking going on. Also think about where you add the flaking. I think bigger and fewer areas of flaking would look better.
It seems way to clean to me even though it has run-down properties. Needs tiles on the floor, pieces of plaster and other debris lying around.
The post process(?) filtering is making the darks look too washed out imo.
Maybe have some broken piping? Discoloring on the tiles in the pool? Maybe add things to the scene to convince us some homeless guy lives there? Sleeping bag? Newspapers? Bottles? Fireplace or a barrel?
Definitely keep going
I agree with johnny, the vines coming down from the roof really stand out. Almost looks as if the vines have a differnt light source. The lighting should follow the god rays...
It's a solid project and I'm sure you are tweaking values, looking forward to seeing the this piece evolve.
- Fixed the over exposed ivy
aajohnnyThx for noticing!, turns out I'd messed up the lightmaps for the ivy.
ScrotieFlapWack Basically every window is it's own piece, it's kinda simple. I'll try to post something soon to explain more
passerby, Chase Thx those were my main sources of inspiration!