Latest Update:
Original Post:
Hi!, I watched The Godfather a while back, and got inspired.
So for this project I'm going to make a godfather inspired room, with the same kind of shutters for windows, to give me some interesting lighting.
I have so far blocked out the room and some objects i wish to be featured in the scene.
References:
Whiteboxed scene:
Material definition for the floor, walls and roof:
Props I've planned:
Let me hear what you think, cheers!
Replies
I've also encountered some artifacts with the lighting build, as shown in the image below, my guess would be that the resolution of the lightmap is too small, resulting in it leaking?
With regards to the lighting issue - have you tried selecting the offenders and ticking "Use Two Sided Lighting"?
(Properties > Static Mesh Actor > Lightmass > Lightmass Settings)
I could show you the shader later on, right now it's a mess, as I'm constantly updating it, but so far, I'm using one shader on everything with two variations of it, one with vertex paint, and one with alpha.
Update:
I've played around with the lighting and the post process a bit, aswell as modeled some new props plus a made a dust particle effect.
Props:
Typewriter;
Desk:
Door:
I've also added a carpet (not worth showing in a separate image). Plus a tree, reused from my last project ( link for anyone interested )
The new props;
Some wires on the props;
I really enjoy the subtle texture work and overall mood. I feel like you could stand to use some smaller accent colors, a green glass lamp on the desk maybe? It would definitely bring the focal point to the desk. Right now it's a little unclear where you want to direct the viewers eye.
Right now the brightest parts of your scene( the parts that draw your eye) are away from your desk. I'd suggest toning those lights back and dropping one on the desk to make it pop against the dark background.
Also, hit it with a curves adjustment to bring up/out the bright areas.
The new props:
Wires: