Hi guys!
So i'd seen a concept image posted on another thread by another user, who i believe didn't complete the environment, or at least, didn't post a completed environment. I've been wanting to create a Dojo scene for a while and when collecting reference images, i stumbled across this one:
Immediately, this caught my eye, although i'm not sure if it can class as a 'Dojo' xD Could work as a Fantasy styled one perhaps!
Anyway, in previous projects, i was always advised to post a block out version of the scene before adding any detail etc, so i can correct these before going to far into the scene. Below are some images of my block out of the scene, give me your thoughts and any suggestions that should be taken into consideration before adding any detail and UV'ing the damn thing
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I plan to add props such as Japanese signs, weapon racks (mainly containing Naginata Weapons), a gong and replace the braziers, as they're placeholders. Anything else is more than welcome for a suggestion!
Replies
I've got to add some detail into the pillars before doing the UV's but yeah, i've made that mistake of not unwrapping anything to start with.
Agreed, although for now you can just leave them as placeholders as it's good to get a blocking of the scene first then you can go back to one pillar and dupe it later when it's uv unwrapped so technically you're blocking it out at this point.
Yep that's true and was always the intention, to duplicate a lot of the assets when i've created one i'm happy with a UV unwrapped it
Seems that the only bad point of the blockout so far is the fact that the stairs down to the sparring/fighting area is too small. I will fix this later today after i've finished some Uni work!
Any tips or suggestions perhaps, such as anything to look out for or any techniques to use when Modelling and particularly Texturing is more than welcome!
If possible, i'd like to tips on texturing and lighting. Considering i'll be starting this area soon, it's always been a weakness of mine. I seem to get the modelling correct but have trouble getting Texturing and Lighting correct
Any information on these areas is helpful!
The cube reference is 178cm, so roughly 5ft 10. Unless people can think of any criticism from the images shown, i can start piecing this together in Unreal, which in turn will help you guys get a better feel and look for the Scene xD I can also start texturing assets, creating props and thinking of what to do for an outside aspect.
I've added the roof structure, yet to finish the ceiling structure and added scrolls as props. These will have Japanese writing on them and i will add props such as a gong, the drum in the concept image, weapons, weapon racks and possibly crates and barrels.
Another thing that's been crossing my mind however, is if i should scrap this scene and start a fresh, this time using traditional Dojo images? I'm a University student so i feel a nice Portfolio piece would be helpful, or should i perhaps keep plugging away at this scene and see what comes of it?
I'm aware of there being a sense of a 'Phantom Sunlight' but i've yet to tinker around with any lighting. It's looking more like a Temple than Dojo now xD but i plan to add gongs, weapon racks etc. Any feedback would be helpful!
All feedback is welcomed
So i've got the lighting to look a little closer to the original concept image used for inspiration. I still need to work on texturing aspects, adding props etc. In terms of what it's mean't to be, it's a Dojo/Temple scene were a fight of sorts would go on. In terms of the floor, i'm not aiming for a wet floor, although the Spec map atm, is a little intense. Although, a wet floor idea is a nice idea!
I've not been able to sit down and work on the scene properly for a sustained period of time because of my University Dissertation DD:
I'd definitely put some focus on the lighting first before going any further because later when you judge the asset materials and how they react to that particular lighting.
Lighting is a problematic aspect of my work, i could definitely benefit from tutorials, if you could point me in the direction off any? I feel if i can get my lighting to a high standard, the scene will instantly look more interesting.
I'm having a few issues though. I feel the lighting could still be much better but i'm unsure what else to do to the lighting of the scene. I know it's quite dark but i'm trying to maintain a moonlit style.
Secondly, the door, i feel creating a mesh of a door knocker would be beneficial. My problem is, i'm not experienced with ornament sculpting. I have thorough knowledge of Maya and experience in Mudbox, but wouldn't understand how to tackle something like this.
The above reference is along the lines of what i'd like to create. Is there any forums or perhaps tutorials anyone knows of that could help with this little task?
As always, any criticism is welcomed
but i rly like how this comes along!
I've added a light into the Lamps but i could always lower the emissions of the lamps, they are awfully glowly and intense xD
It's been a while since i've last updated. I'm nearing the end of this project and screenies of the scene can be seen below:
I'm open to all suggestions such as any problems people can spot in the scene and any improvements that could be made (extra props etc.) I plan to have this complete by Wednesday and ready to present at my degree showreel on Thursday.
Thanks for the feedback, i appreciate it!
My mats are stuck onto the floor texture and using a displacement map, as i felt this would make the mats look more 'natural' and give them a bit of a ruffled feel to them, although i do have a 3D model of a mat as well as a texture which can be used!
The lighting, i'm trying my best to get more of a moonlit/twilight sunset feel although there is a seemingly big feel to get the lighting similar to that of the concept by many users.
I will have a look into god rays! They must be... godly I'll stop.
Thanks for the feedback anwyay!
I've used the light shafts from the directional lights but as they will only emit light shafts dependent which way the directional light is pointing, i created and added my own light shafts, dependent on the angle the character is facing. These will fade in/out depending how far away the player is.
I want to stick to the mood and lighting of the scene currently, rather than the concepts mood. I wanted to have my own setting to the scene and decided that a twilight/moonlit styled setting would be my preference, although i'm open to suggestions still in this area!
Any other suggestions are welcome. I'm stumped for ideas and feel this could do with a little more added to it before i call it a day and move onto another project. Some extra eyes on the scene would do me the world of good!