LATEST UPDATE:
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I'm a huge fan of the anime Gintama and decided to try and recreate the interior of the main character's house. My main goal of this piece is to get used to UE4, and also the PBR texture pipeline. What I've noticed (I may be wrong) is with all this new PBR tech, everyone seems so fixated on metals metals metals, so another reason why I chose this was to try and stray away from the metalness.
Some of the images I'm referencing.
What I've got so far
It's not much as of right now. I just set up the master materials for the wood and the wall plaster that I can apply to all the modular pieces for the walls that I'm currently making. Right now I just have the wall panel, 2 wall panels with overhang variations and the ceiling which is just a normal map i modeled then baked onto a plane.
Replies
looking great so far .
@S2Engine I know haha. Maybe I'll use this opportunity to maybe learn how to model and sculpt animals.
@John Baxter Yeah, I knew something was off but I figured I'd mess with it later, but it's bothering me now. I think I know what the issue is though.
The indents in the wood tiles are getting teh same amount of light as the surface, I think that's what's causing the normals to look inverted. I'm using a black and white texture to do the tiling, maybe I have to add that with the roughness as well?
I know in the show they have constant panels but idk looks odd to me, though would be pretty awesome to get something like that in real life.
Nice work so far, do what you wish, will enjoy viewing your progress.
I think it looks a little bit better?
And the material instance:
Also, you're sure the green-channel of the normals aren't inverted? It's X+, Y-, Z+?
Not sure if its better or not. It's weird though because when I bake my normal maps for my assets in xnormal, the settings are positive for all 3 axis.
That could be because your details on your normal maps are not extreme. What do your normal maps look like? If they are mostly blue, they some small changes in the green channel aren't likely to have much effect, but try it with a strong green channel normal map and you will see the difference.
I finished the wall pieces and put it all together. Next I'm going to start working on the doors and windows.
I'm getting weird lighting errors on some of the models, even though I have light maps I made in 3ds.(I just used a flatten mapping on my model after I unwrapped it)
Bathroom
Kitchen
Hey man, if you are still fighting this issue (even after using the correct Y orientation) there is a nice way to help fixing this.
The specular input can also be used for microshadowing. Actually Epic even had plans to rename the slot to cavity^^
So what you can do is the following:
-bake a cavity map with very high contrast (so that its almost only b/w)
-put it in the material and use it as alpha for a lerp
-black should be at 0 and white should be at 0.5 (because spec without input is at 0.5) otherwise you will get too strong highlights for that kind of surface
-now plug this into spec
what that actually does is kill the reflection in cavities. You can achieve a similar effect by baking an AO and plugging it into the AO material slot.
Thats also pretty cool since it gets masked off by direct light. So cavities are only masked in shadowed areas which adds a lot to the scene and material defintion
Cheers
@shadownami92 I'm using a single tileable wood texture for the floor and everything else that's wood for the most part. For the floor I'm just using a mask I made in photoshop for the tiles, I generated my normal from that same mask.
UPDATE:
I added a few windows, the fusama sliding doors, and did some rearranging of certain walls and areas.
I'm having an little issue with my mask for the doors though. Whenever I get real close I can see these horizontal lines that aren't there in the texture.
When I am far away from the object it kind of pops in too.
Gonna model the last few doors I have to do, then I'll start filing the scene up with some furniture.
In my opinion that depends on personal preference. Sure it's not as eye candy as a sci-fi corridor to say an example, but i definitely like it so far. Besides, the scene is not finished compared to the refs, so i'm looking forward to seeing the end result.
Gonna start adding in a lot of furniture next. Starting with the table, and the desk.
I'm learning a lot from my mistakes modeling and texutring wise. I can't wait to start a different project I have in mind, and apply my gained knowledge to it, but I have to make sure I finish this one first! Kind of getting sick of seeing this room so I'm gonna start working on another room in the house for a bit.
I was also lurking the UE4 thread and discovered that document to simulate bounced light from the sun into the room, the problem is, I don't really know what it "supposed" to look like, but the lighting "looks" fine to me, for now anyways.
After spending some time learning Substance Designer(WHICH IS FUCKING AWESOME), and re evaluating how I go about making PBR textures, I learned a lot and then continued to work on some more props.
Even though the props are small, every little prop adds more and more life to the scene.