Hello Polycount,
So I am currently a student attempting my first 3D environment scene. Since I am fairly new to environment modeling I will be studying and using a modular workflow for my scene. I won't be texturing my scene yet, but I want to have my scene fully modeled out and put together in Unreal Engine 4 with some good lighting, since I'll also be learning how to light in Unreal as well.
I will keep up to date with my progress for this project.
Any feedback will always be welcomed!
Thanks,
Branden
Replies
The one thing that catches my eye is the hard edges. My eye picks up on too many hard edges. I would look at your props more and see what can be done between the geometry or the textures to break those hard edges up.
It is also a thing I noticed with my models and is something I am working on to adjust.
Don't pay too much attention to lighting in this early stages, or making the scene look good when all you have is a few pieces. There'll be a time for that, first you need to focus on building the skeleton of your scene.
Do a quick lighting pass that is as neutral as possible, so you can work while being able to see what you're doing and to be able to see your materials.
Then flesh out the space with your modular pieces, if you're missing pieces just use a few cubes to fill out gaps or temporarily fill big spaces, remember to stay on the grid so they'll easily translate to new modular pieces later.
Think of environmental art as baking a cake, so far I see you putting frosting already when that should be left for last.
I am back with some updates after a short break after my school quarter. This project is still a work in progress and I hope to further progress with this project. I am at a point where I will need help with the direction of my project and where to start next or what needs to be worked on some more.
Again all feedback is welcomed!
Thanks,
Branden
The red box in this image will be the area I want to focus on from now on since I want to condense the project to a smaller scale so I can spend more time with less models and detail them more.
Again all feedback is welcomed and it helps a lot.
Cheers!
Whatever direction you go with it, keep using reference and inspiration! Check out dark souls as well and see how they dealt with dark and cramped medieval rooms. Onto some other notes, the ceiling would be wooden, not brick so I would change the texture for that and also you seem to be having some trouble with the consistency of your texture sizes. I would check out this article on textel density and how to consistently set up an environment, https://80.lv/articles/textel-density-tutorial/ and theres also a lot of stuff on the polycount wikia http://wiki.polycount.com/wiki/Category:TextureTechnique Specifically texture atlas I think may help you. Also make sure to check the scale of the scene with the dude, and what kind of room you want it to feel like. If you do want to make it quite cramped, making the door smaller may help with that. Hope that helps, keep it up!
I appreciate the comment you have left, It will really help me with my process on this project. I am on a mission to find newer concepts and references to help me build out this scene. As the references you have provided, I have had some people tell me similar things that it reminds them of a Frankenstein scene. With the textures I have for my scene like the brick texture, I just through it on the walls so it wouldn't look so plain but I will rework those to make them a lot better than they do now. Also thanks for the texture tips, ill probably be needing them soon when the time comes!
As always, any help with the development of this scene is always appreciated.
-Branden
Keep knocking out the blockout and get to the modular assets
Materials and lighting will make this environment look awesome.