Hey guys
I ll be making an environment based on Banderlog his concept
(interior2 by Banderlog - Artyom Vlaskin all copyright to the original creator)
day 1: research, plan, decide what to make, start blockout
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
Replies
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.
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
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
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
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
almost done with the modelling part so probably UV + textures soon