So, I've been working on a scene inspired by Rainbow Six Siege for a while, and posted updates on it on my sketchbook thread, but it's at a point to make a thread for it. It's based off of an image I found online of an office lounge. I did a quick paint over on the image just to get an idea of what it would look like in the game. Here's where I am now.
Here's my ref:
Planning to add in the bomb around that area.
Still getting familiar with Marvelous Designer for the carpet by the couch and the curtains by the reinforced walls. I changed the breached castle walls so that it's not shattered. I'll be taking another go at the wood floor. I'm using destructible meshes for the debris. At the moment, there's no dirt by the debris, more bullet holes, foot prints on the floor, burnt spots from breached areas. Planning to add those through mainly decals later, along with adding in the props from the ref and possibly more to surround the open areas.
@beefaroni thanks yeah finally got it rolling. @Minos thanks! I like your Office Tutorial btw, I got it a while back and often looked through it as a reference on some areas when I was building my scene.
This is a small update. Going through the feedback I got earlier. Reworking on the wood floor. Still a WIP and trying to nail down the wood pattern in Substance Designer. Definitely open to any crit on the wood floor or the scene.
I haven't posted on this thread in a long time. I've been working on this here and there over the past few months. Here’s where I am so far. I’m focusing on the main room. There’s still a few more areas to adjust, and I'm still open for feedback and critiques. I have some props in simple grayscale at the moment.
I’m planning to work on the textures more and add some props/souvenirs from Southeast Asia. After seeing some of the updates from the game, like the stage in Japan and Brazil, I thought having the scene in a different location would be nice, like in Singapore/Malaysia.
Here's an update on the scene. Added more picture frames, changed the two big ones to pictures in Singapore. Made some souvenirs for the bar area. Added some smoke for the gas bombs, and some bullet hole decals. I just noticed my progress on the thread was pretty small. I posted some of the progress on my sketchbook a while back, mainly on the gas bomb.
I'm going to call it *done* but still open for critiques. I'll most likely do a few more touches on it.
Hey Anthony! Great to see you're still working on this scene, it's come a long way! I love the setdressing you've done here. The one thing I might add is some scorch marks in areas where theres been some damage or where there's been a breach. Right now the scene looks very nice but some scorches using some decal projection would really help a lot! If you'd like i can explain this further
Honestly I think it's done and it's looking great! However if you wanna go and touch up smaller things you can think about: - Explosions cause more damage and splinters being thrown far into the room. Looking at the broken wooden wall I'm not sure if it's Sledge type of damage or explosion type of damage, I see very little charring so I'm guessing it's sledge?
- I agree with the previous comment about scorch marks, decals are great for this and it's fine for you to do in your scene Such an easy win
- Your destroyed meshes are looking very uniform/square in certain places, you'd expect the spread to look a little bit more chaotic, a little bit all over the place.
- Maybe you want the room to actually look like a battle just took place and the dust is settling, maybe think a little bit about what easy wins you can get with some slight smokey/dust particles.
- This lighting you've got going on currently reminds me of the game a lot which is perfect for gameplay, but depending on your need it might be interesting to at least destroy the lighting in one section of the room to have it be darker than the other, right now it's very uniform and doesn't look very artistic. It's a closed off space, you could add windows for godrays and sunlight coming into the space as well high lighting certain areas.
This said, it's really good as it is This is just me nitpicking haha xD
@GragGunslinger Hey Greg! Thanks for the advice, I'll add in the scorch marks. Definitely felt like it's missing those the more I look at it now. @chrisradsby Thanks dude! I see what you mean, I'll have some charring and broken wood pieces a bit farther. I was imagining the wall was being shot with a shotgun, and the opposing team in the other room shooting back with an SMG. I'll be sure to add the scorch marks, and test out some dust particle fx. I'll test out the spacing and the look of the destroyed meshes, on where they're placed. I definitely know what you mean on breaking the lighting on one area. I have the ceiling light bulbs off on the area where it was breached, but it was probably not as noticeable, so I'll give that another.
Replies
@Minos thanks! I like your Office Tutorial btw, I got it a while back and often looked through it as a reference on some areas when I was building my scene.
This is a small update. Going through the feedback I got earlier. Reworking on the wood floor. Still a WIP and trying to nail down the wood pattern in Substance Designer. Definitely open to any crit on the wood floor or the scene.
Back on the scene. Been working on the bomb, before I jump in on some of the operator devices and other stuff from the game.
I haven't posted on this thread in a long time. I've been working on this here and there over the past few months. Here’s where I am so far. I’m focusing on the main room. There’s still a few more areas to adjust, and I'm still open for feedback and critiques. I have some props in simple grayscale at the moment.
I’m planning to work on the textures more and add some props/souvenirs from Southeast Asia. After seeing some of the updates from the game, like the stage in Japan and Brazil, I thought having the scene in a different location would be nice, like in Singapore/Malaysia.
@R3D thanks for pointing that out earlier, some areas on those images weren't casting shadows
@Dragonar thanks!
Here's an update on the scene. Added more picture frames, changed the two big ones to pictures in Singapore. Made some souvenirs for the bar area. Added some smoke for the gas bombs, and some bullet hole decals. I just noticed my progress on the thread was pretty small. I posted some of the progress on my sketchbook a while back, mainly on the gas bomb.
I'm going to call it *done* but still open for critiques. I'll most likely do a few more touches on it.
- Explosions cause more damage and splinters being thrown far into the room. Looking at the broken wooden wall I'm not sure if it's Sledge type of damage or explosion type of damage, I see very little charring so I'm guessing it's sledge?
- I agree with the previous comment about scorch marks, decals are great for this and it's fine for you to do in your scene Such an easy win
- Your destroyed meshes are looking very uniform/square in certain places, you'd expect the spread to look a little bit more chaotic, a little bit all over the place.
- Maybe you want the room to actually look like a battle just took place and the dust is settling, maybe think a little bit about what easy wins you can get with some slight smokey/dust particles.
- This lighting you've got going on currently reminds me of the game a lot which is perfect for gameplay, but depending on your need it might be interesting to at least destroy the lighting in one section of the room to have it be darker than the other, right now it's very uniform and doesn't look very artistic. It's a closed off space, you could add windows for godrays and sunlight coming into the space as well high lighting certain areas.
This said, it's really good as it is This is just me nitpicking haha xD
@chrisradsby Thanks dude!
I see what you mean, I'll have some charring and broken wood pieces a bit farther. I was imagining the wall was being shot with a shotgun, and the opposing team in the other room shooting back with an SMG. I'll be sure to add the scorch marks, and test out some dust particle fx. I'll test out the spacing and the look of the destroyed meshes, on where they're placed. I definitely know what you mean on breaking the lighting on one area. I have the ceiling light bulbs off on the area where it was breached, but it was probably not as noticeable, so I'll give that another.