Hey all,
Latest scene:
I'm working on a new project, a small one, with the intention to polish it. It's based on this reference image:
And here's what I have in UE4 so far. Please excuse the strange artifacting and couch, it's just a placeholder/test-_-
The floor material:
And the wall set, which I redid this week. May have to reduce the noise on this:
I'll keep you posted, but any and all feedback is appreciated
Replies
It's looking good, though. Lighting is shaping up nice!
Also I'd disagree on the "too uniform". Except for the ceiling the concept seems pretty clean. Not every scene needs a ton of unique dirt and decay and grime by default.
So I've reworked the wall panels and made the doors too, dialing back the detailing which was too noisy on my last post. I also stripped the lighting away, as my scene was getting too bright and i wanted to simplify it a bit first with a simple domdirectional.
I also put in something temporary for the ceiling - I tried to make some peeling paint decal meshes today, but they lit oddly so my next move is to use alpha on the ceiling mesh and have it all as one object
Here's the panels I made:
Go nuts with critique, the enviro's far from perfect, and I'm still trying to nail down a good workflow for peeling paint - at the moment it's a combo of Zbrush for big details and Photoshop brushes for small ones.
And right now it seems far too dark as compare to the photograph, or even to itself. Like the light coming in through the window isn't providing enough light somehow.
So I cleaned out the textures, added a skylight (may be a bit too strong) and made the roof a distorted plane to try and add some depth to the cracked paint. The floor's an experiment in progress, and seems to light up very enthusiastically with the RCAs. Next update, I hope to fix it and start work on the mirror wall/add more blockouts for the chair in back.
Edit - did a rebake and balance, looks a lot nicer now
portfolio: http://seandxyz.com/
Thanks for the critique, guys. I will scale up the furnishings a bit more, most definitely, thanks for the spot DAVIDK!
The roof paint I will go back to - I was brainstorming a number of ways to get a cracked paint effect, including vertex blending, decals etc, but I think alpha planes with dripping paintwork a la Fallout 3/4 will work for the effect in the ref.
Since I'm being naughty and not showing any Unreal stuff this time, I'll show a work-in-progress-but-nearly-done highpoly of the mirror. This took some time to assemble, as I'm making a kitbash of curly parts in max for the rococo-style detailing on the side.
First of all, I finished the mirror asset - here's a shot in Marmoset - i included it along with the other parts to show how it fits together and to check for any conflicting colours/shapes:
Following this, I put the asset in Unreal and also had another stab at the peeling paint on the roof:
In this shot, I also took DavidK's advice and made the tables and chairs larger, which does fill up the space nicely. I also need to hurry up and blockout the other chairs in back, though I'm considering making one chair for the sake of time and consistency. That time can be spent on stuff like smaller props
Critique away!
I made some adjustments, including modifying the floor and adding the window. The window changed a lot from the blockout to be a gilt painted Georgian design.
The flooring was changed as, like fellow Polycounters have mentioned, it didn't match the reference and didn't have the correct values, so I resculpted the floor and made it a bit plainer to avoid drawing attention away from other elements in the scene. Here's a comparison shot:
Next time, I hope to get started on the fireplace. I'm also going to do another texture pass on the wall panels and tweak the values of the greens to match the concept better. Critique away
Keep it up though! I really like the wall panel, just wanna see more colors
So, I've been focusing on one of the hero pieces for the environment, the fireplace. Here's a Marmoset render:
As for the scene, I reduced the impact of the greens by desaturating the ceiling textures and the lighting. It works a lot better
Next, I'm going to either start on the table in the middle or fix up those wall panels. I'm also aware that the composition isn not great, so may reshuffle the contents of my image and the lighting to assist that.
Comments and critique appreciated as always
Also, I love the mirror sculpt! I'm plannig on doing an asset similar to that, with all the ornament stuff. Can you explain a little bit how did you do it please? It is great, keep it up !
Thanks for the compliments, though they need plenty of tweaking at the moment
For my workflow and the mirror stuff, I'm mostly working in Max using kitbash parts like curly fronds etcetera to whip up a collection of different shapes quickly. Here's an example with the leaves; use Path Deform modifiers in Max to get the shapes you want.
I'd start out by making a good few flat leaf parts, then when you have a good base, you can bend and instance them to make all sorts of compositions. I know other artists tend to use ZBrush, but I find it's easier to control these parts in Max's interface. I did use Zbrush too, but purely to sculpt damage.
Hope that helps
How do you go about making the plaster, like the ceiling? Is it one big texture or how did you do the damages?
If you attach your light fitting to a ceiling rose it might look a little more authentic.
I've optimised the thread's images as they were too big, sorry about that
Anyway, I've done the table now, was pretty simple in terms of geometry:
And here's the scene as it stands - I should really be doing more but DS3 just came out.
Also, the paint on the roof was done by placing two planes on top of one another - I then tesselated the top one and made a bunch of broken paint decal meshes that use alpha that could snap into the tesselated grid. Here's my Max scene below, to make it clearer;
Hope that helps, critique appreciated as always
Firstly, here's the room, with added tables, decals and dust. the idea is to make it look more aged and abandoned, yet untouched.
An here's the tables with the matching chair set;
The next steps are the chairs in back and the picture frames, then on to the smaller assets and the other miscellaneous stuff.
Critique away
Made a chandelier and a ceiling rose, as was suggested earlier in this thread, beds it in quite nicely I think.
I've also rebalanced some of the textures to make them sit better in the environment, namely the roof trim.
Here's the chandelier in Marmoset - I used a custom shader in engine to emulate the crystals, but it's WIP and I may go back to it.
Tell me your thoughts/feedback
I've managed to finish the chair asset, making that one of the last big items in the scene. It was a bit of a pain to get the projection right on this, wish is why it took this long. Here's a Marmo render:
And here's the current scene with added chair:
The next order of business is small props and destruction, as well as lighting. Any feedback on colour, composition etc is welcome.
In answer to Tetranome, the chandeiler is pretty dense at about 43k- it's not optimised at all really - in a game I would probably do this sort of thing using alpha.
Except that,your scene is really growing well good job,would love the see the lighting setup you have in it
I'm here with another update - I added the cracks to the chair and made the portrait asset:
And here's the latest scene.
I also updated the scene's composition a bit as I start to wrap it up. I didn't like the way the foreground chair caught the light, so I removed it - might throw it to the ground later to add a bit more character to this static room. The chiars and tables have also had model tweaks in order to adhere more to the original image.
Right now this scene's also without a focal point too - something I need to think about as I wrap this up. Perhaps something on the table?
Comments/critique appreciated!
My only issue with it is the doors are mirrored in texture, it caught my eye quickly. Other than that the scene is honestly breathtaking!
Just a brief update - I've made a small candlebra and blocked in some curtains, as well as played with the lighting a little to try and make the scene a bit brighter. First, here's the scene:
Tried to bring out me of a bounce from the sunlight, but feel I might be slipping into monochromatic hues/washed out colour again. I feel it needs to be a bit darker with more variance on the ceiling maybe. I'll keep experimenting with it.
Curtains will be next on the agenda before I delve into floor breakup and other fun stuff like light shafts etcetera.
Deliver me a critiqueal hit!
I'd suggest adding some spider webs to this scene... tie that knocked over chair to the floor & table with cobwebs, etc... same with whatever surfaces you think could use it too... since this is abandoned I'd say it's more than necessary to introduce the heavy use of cobwebs in this scene...
Overall for me it just feels a little too clean still.. but it's really down to personal preference, my idea of an abandoned location would be far more grungy/messy in terms of weathering, leaking, etc...
Either way, lovely execution so far, keep at it!
A few things i noticed, the candles in the chandelier in your reference do not sit straight up, most of them are pointed at odd angles. If you adjust their orientation this would help push the overall unkempt feel of the scene.
The Chandelier itself is much more thin and long, taking up much less space in the reference scene and the texture currently looks a bit to clean for the rest of the over all scene, making it feel out of place.
Last thing, the hole in the roof threw me off a bit because of how thick yours is compared to the actual reference. Your reference looks more like sheet rock, while in your scene it looks more like a large slab of concrete.
I have a few questions on your process. How did you achieve the peeling paint effect on the wall?
I would also love to see your process on creating all the high detail on a few of your models.
For the peeling effect on the roof, do the decals need to be modeled out like that?