Recently got inspired to do a Twin Peaks themed environment, as I had been watching the original series on Netflix and the new season was announced. Things I am trying to focus on in this project include:
-PBR pipeline for assets/textures
-UE4 workflow and scene lighting
Here are some of the concept images from the show I was drawing from:
I've taken a first pass at the assets and textures, and setting them up in UE4. I still feel like the lighting is pretty weak. I am looking for any crits that can help me bump this little scene up to the next level.
Replies
I think the lighting needs to be harsher - in the screenshots of the set the lighting is more contrasting.
I'm not sure if it's just the lighting but I think the furniture may be darker on the screenshots too - yours are quite brown.
I agree with Laughing_Bun: Definitely put more polygons into the curtains as they 'contain' the scene.
Certainly still looking for any other pointers on this. I'm feeling a lot better about the lighting in particular, but still looking for ways to push it further. I figure if I can take this small scene to a high level of polish with a PBR pipeline, I will be ready for a larger, more ambitious one next!
Have you thought about using SSS on the curtains with lights behind it? (like in the top left of your reference) It'd give the illusion of there being more outside.
And one last note, I believe the chair that is by itself on the left is a different chair from the other two in the reference. It would be a nice touch to add that but isn't necessary.
@nickcomeau: Thanks! I interpreted the material as polished wood, though I did touch up those chair textures to increase the contrast of the different materials. And I created a new unique chair for Agent Cooper to the left, good catch!
@anglorum: Thanks! I used a pretty simple cloth sim set up in Blender, tried to get a bit of bunching around the bottom where it meets the floor.
Here's the latest update:
Keep it up bro!
tone down the globe light, you have too much light coming there. It should just be an ambient glow. let the other lamps cast the light and try to sculpt the curtains with better shadows.
It would be cool if the curtains had some sort of SSS and there were lights illuminating from behind. It looks like that is how the actual shot was set up. It would make the scene have more of a luminous glow.
Took Laughing_Bun's suggestion and scooted the scene in a bit. Trying to play with some Subsurface Material settings on the curtains and having a light behind it. After building my lighting, its not very perceptible though:
The effect is very noticeable pre-built lighting though:
Anyone have good experience setting up a nice SSS in Unreal and have any suggestions?