Hey Polycount!
Wanted to start up a thread for an environment study I'm doing on Bloodborne's Hunters' Dream. It'll be a good break from what I usually do, and give me a new environment to work on so when I go back to some of my other work, I'l have fresh eyes. I'm focusing on the inside. The lighting and gothic style of this environment was what really caught my eye when I saw it in-game, and it's been on my to-do list for quite a while. I'm giving myself a 2-3 week deadline on this, so I can push myself as far as I can.
Looking forward to this one!
Current ProgressCurrent task for the day:
Finish everything up
Here's the progress as of this post, the walls and ceiling are still on the first pass, lighting is temporary:
Here's the scene with some blockout for the clutter.
And to those unfamiliar with this wonderful game, here's a refboard that I'm using.
Any feedback is greatly appreciated, and thanks for looking!
Replies
Cheers!
Could use a loooooot more chromatic aberration though. Just max it if you can.
Here's yesterday to today's progress.
Second brick texture that I used for part of the stairs and will use for stone trim around the room
HP before normal render
And same with the wood floor
Things that caught my eye while rendering these:
The wood floor seems a bit too chunky, so I'll run it through ZBrush again and make much smaller details for it, and adjust the albedo. (And fix some tiling)
Stone on the stairs and pillars is a bit shiny, so I'll tone the roughness up.
The raised platform probably needs a Static Mesh instead of a BSP, to make the transition between stairs and the floor much smoother (Add trim with it).
Cheers and thanks guys!
And a suggestion, to close off the doors I would make a "foggy door" material just like The souls series has them.
Was away from my computer for a lot longer than anticipated yesterday, so here's a small update.
And here's the albedo for the carpet. I couldn't find anything close enough to Bloodborne's rugs, so I hand painted the thing. SO MUCH RESPECT to people who create rugs in real life lol.
With the cloth stuff mostly done, I can start on the actual clutter. I just have to desaturate the curtains and add a bit more dust/wear and tear. I'll start with the bookcase after that, along with the books. Hopefully I can smash that out in about 2 days.
looking forward to this
1. It's scale seems a bit too big, it makes your level seem quite miniature.
2. it looks a bit too clean as well? I think it's mainly about the general colour of the wood though... perhaps play with the levels and drop it's saturation a bit so it looks a bit older since the wood's quite rich atm.
3. There's an obvious point of repetition in the texture as well which is best noticed in your first screenshot.
Secondly, That harsh cut in the corner section of the carpet mesh... I'm assuming that was intentional for a small fold in the carpet? If that's the case It's far too straight, it doesn't look natural and rather uniform and breaks the illusion of what it is, so i'd correct that... However if it's just an error in the mesh which might have occurred during import or something (which it looks more likely to be instead of a fold) then ignore my comment about the odd folding in the carpet.
Either way, great start. Keep going!
@Matt and ami - I switched it up a bit, it's much more desaturated and darkened to look much older. It's color is much closer to the wooden trim now.
Here's the updates. There are 8 different types of books for these bookcases to break them up. The platform on the raised floor's texture is a placeholder for now.
Next on my list are the small tables and the clutter on top of them (Tea set, candles, pots, etc.) so I can complete one side of the room.
A lot of your woodwork..shelving, columns etc seem to smooth to me. They come off as wet.
In general, your textures come off as overly lumpy to me. Worst offenders are wood grain on the floorboards, the trim that goes up from the columns across the ceiling, and the stucco walls. They are catching a lot of highlights and just making your images feel really noisy.
I do like your rugs, although I think that the straight crease feels a little too straight. Wonk it up just a tad. Also maybe add a bit more thickness to the rugs in general...even if its a bit over-exaggerated, catching a slight highlight on there would read nicely. Would be an improvement over the Bloodborne shots imo.
Also this is really more of a personal taste thing, but man, turn down the vignetting/chromatic abberation. Its making it hard to look at and critique your work in some shots.
@DireWolf - Why thank you
So, after some computer shenanigans slowing my momentum I finally got what I wanted squared away for the next update. Sorry for the lateness though!
BOOKS EVERYWHERE
God, I never even thought about how many books where in this environment. About 900~ by my count (at least in mine), so I may try to shorten the number by scaling some books up. This along with the scattered documents and pots really break up the floor. I also got the storage chest nailed down, so the next item on my list is the cabinet to the right of it, along with the shelves above the chest with all the bottles of blood. I may be able to crank this out in two weeks instead of three yet
Will be a great portfolio piece
Long delay this time, but I've got most of the environment through the first texture pass. I need to lighten the scene up a bit though, and maybe add a bit more yellows instead of oranges. I'll post up some breakdowns in the next couple of days so you guys can see how the stuff is constructed.
Good God that was a long weekend, but I got a big update and I'm about done with this environment. I revisited a bunch of the asset's textures to add stuff like dust, a little bit of grunge, created the rest of the main and side assets, and did a second lighting pass. (Hope this isn't too many images for one post). I'm working on asset and material breaks right now, so I'll make a new post for those (I've got like 20 breakdown images ATM), probably tomorrow. Just a few more asset tweaks here and there and changes and I'm pretty much done (Fog effect for the doors perplexes me, I'm still experimenting)
@ju - Thank ya! The source material was so damn detailed and Bloodborne's art direction is top notch, I loved following it on a deadline
Here's the updated lighting on the desk
And here's the updated curtains (May change still)
Here are some breakdowns of everything (It's not all of the breaks I did, there'd probably be too many images for one post)
I noodled around with the lighting and post processing, got a bit more interesting highlights and shadows.
I'll noodle with the lighting and post processing a bit more, that'll be
a great touch with this.
I've seen that some people had concerns regarding the curtains earlier, and I agree that the folds still don't feel believable yet. I'd suggest getting some references and taking a good look at how support points and gravity affect the fabric.
Keep it up, as a fan of the franchise, I can't wait to see this one finished!
@Jean - Thank you! Definitely on the curtains. I did resculpt them, but I fear they may be too light and flowy. I'll keep messing with it, and I might even just bake this and use it as a detail normal for the curtains, and do a heavier cloth folds for the base.