Finale update:
Full project download link
https://goo.gl/7m3nzs
Hello All... working on a second portfolio piece. This time I'm building a old spooky mansion library... it will be filled with candles and stuff like that... I'm also looking into building a physics implosion of the books into the center of the room... but for now.. just some basic models and my references
References:
UE4 renders:
My previous portfolio piece
Mushroom Enviroment - free download of entire project
Replies
Need to figure out how to build a blueprint and then use that to randomly select a number to drive what texture to place on the colored areas
Progress Shots:
(dDo)
( Maya)
I plan to build a normal mapped version of these, then emboss and then apply a gold leaf texture to them and cut out a nice alpha.
(Collected from the web at random)
progress:
Each stencil can be cycled thu a selection of 9 images... so 9 titles.. 9 corners 9 side images
currently only 2 books.... 8 planned... + random color variations
I agree with your point here, in terms of practicality it wouldnt be very good to have candles lying around.
If you do a quick google search you can find stuff like this to maybe place the candles in:
Also subscriped to the thread, cant wait to see more
I'll try and make a nice container for them then >.<
I will be making it more creepy and abandoned later at this point.... as I need to show this off tomorrow... but I'll be working more on it for at least a week
or more lol
I agree.... the glass is causing me some difficulty.... the opacity does not seem to change... I think the refraction is overriding it somehow.. I'll look into that some more
At the moment... it's a lived in location... but I am working on some procedural textures that will enable me to paint grunge maps over the objects.. and then animate it aging
Mind you... this might be taxing my limited knowledge lol
download link
Keep up the great work!
Thanks... keep an eye on this thread... once I'm done I'll release it all it should not be to much longer
Fixed lights
added custom sharpen post process with a variable set by the dof... seems to give a nice result... added a modified stock dust effect...
to do:
Build rest of scene LOL
1: Build temp prefabs for layout - Door, Large window, new floor
2: set dressing items - Sofa, desk, candle holder, foot stool, cushion, new paintings, book generator, desk light and Large Drinking atlas world ball thingy.
3: figure out better method for baked shadows.... they are way to chunky!!!
4: look into tweaking CC shadows in case baked shadows remain crappy
5: build custom collider for spiral staircase.
If anyone can help... please give me a yell
You could try using a depth fade node for the glass container. It should simulate the liquid inside it, give it more depth. Great furniture assets by the way.
If you are having problem with shadows, you could try different lightmass settings. Its under the World Settings.
Try this:
Static lighting level scale: 0.3
Indirect lighting quality: 2
Indirect lighting smoothness: 0.6
This would affect the lightmass build time severely. But should fix any baked light errors and seams.
lights have been built into controlable blueprint versions. with controls for static / stationary and an off mode which removes the emissive from the model
Closeup - some experiments on using photos of paintings and extracting normal / occlusion / roughness and making it fit into the render better and react to the small lights in the scene
More screenshots located here ArtStation
Download entire project here https://goo.gl/7m3nzs