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WIP: This is what I wish someone told me 8 years ago (but to be honest, I couldn't listen)

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Daniel_Swing ngon master
C&C's are very welcome!

UPDATE: I return to this project after over 2 years of a "break". I'll be starting from scratch, aiming for a look closer to the original concept:

*sigh* ... 8 years later. I feel like there's an ocean between me then and now. In knowledge, skill and bitterness. I've been thinking about this project and how much wrong I did the first two attempts at it. My priorities were all wrong, severe lack of experience and an underdeveloped artistic eye.

I figured that correct thing to do would be to return to it now, starting over and step-by-step write a little feedback to my former self on work-flow, what to think about and how I should have approached this 8 years ago. Sort of like "This is what I wish someone told me 8 years ago (but to be honest, even if someone did I was probably not able to listen and understand at the time)".
I feel like there's a lot to write about, but honestly it's probably better if I keep it short, to save time and not bog down too much.

Re-re-start starts here.

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  • Daniel_Swing
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    Daniel_Swing ngon master
    EDIT: This is one of the old posts.

    Here are a few close-up renders of some of the assets so far.

  • Daniel_Swing
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    Daniel_Swing ngon master
    EDIT: This is one of the old posts.
    Another screen-shot. I adjusted the textures a bit on the shelves and the cabinet slightly, pulling down the roughness.

    My friend @Solara asked me for feedback on her scene, where my first reaction was that the roughness was a bit off. Then I realized that I should iterate over my own roughness, since Bloodborne is "the game of gloss" (everything is way too shiny). So I lowered my roughness channels in Substance by about 0.2 units.

  • Daniel_Swing
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    Daniel_Swing ngon master
    Returning to this after more than two years. I'll be starting over completely from scratch, aiming closer to the original concept.

    Today, I made experimented with some wood floor shapes:

  • AndresZambrano
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    AndresZambrano polycounter lvl 3
    Ahh, a man of culture I see. Looks pretty good so far, really like the floor height map.
  • Daniel_Swing
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    Daniel_Swing ngon master
    Thank you, @AndresZambrano

    Wood floor update:
    Most concept pieces I find have a floor similar to this, just with more darkened and murkier or blood splotches. Most places also seem to have the planks running parallel to each other.

    The in-game floor is much redder and shinier at places. So I think I'll be doing some variants later on.

  • Daniel_Swing
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    Daniel_Swing ngon master
    Quick update, I think it is generally more accurate this way:
    Working on adding a layer of pealed paint now.

  • Daniel_Swing
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    Daniel_Swing ngon master
    Testing some plaster:
  • Daniel_Swing
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    Daniel_Swing ngon master

    Will add some damage next.
  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    That plaster looks great!
  • Daniel_Swing
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    Daniel_Swing ngon master
    Thank you @Ashervisalis

    I reduced the noise a bit:
    I'm still a bit on the fence whether I should make a more damage variant to vertex paint with or if I should use decals.
  • zachagreg
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    zachagreg ngon master
    If you're thinking of taking away chunks and showing the wood lathing behind it I would make a damaged version personally. It's looking awesome though so far. 
  • Aydhe
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    Aydhe polycounter lvl 5
    Did you make this plaster in designer?
  • Daniel_Swing
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    Daniel_Swing ngon master
    Thanks for the input @zachagreg !

    Indeed it is @Aydhe

    I haven't gotten much done the last few days, because of multiple reasons.
    Today I mostly played around with texture blending. I use a procedural noise to lerp between two texture variants, to remove repetition. Though I would like to find a way to use a custom gray-scale map instead of a basic noise:
    I feel like I should flatten out the colors a bit on the plaster. Feels wrong with the splotches.
  • Daniel_Swing
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    Daniel_Swing ngon master
    made some adjustments to the plaster:

  • Daniel_Swing
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    Daniel_Swing ngon master
    Where to begin? It's nice that you're doing fan-art, it helps to keep motivation during portfolio hell. Though be mindful that a scene like this isn't necessarily going to scream "Bloodborne" to anyone looking at it. Don't lean on it for recognition. And unless you're trying to get a job at Fromsoft (and trust me, you don't, no studio is worth dreaming about), don't try to mimic their art-style too much. Do your own thing.

    It's great that you have a clear main reference. The purpose of a reference/concept art is to "answer questions" for you and this one is actually pretty good as answering some of the basic questions. What I mean by "answer questions" is; "What am I making?", "What's the target look?", "What's the mood?", "What's the composition?", "What assets should I make?", etc-etc. All questions that need to be answered by choices you make during the project. Without a reference or piece of concept art, it's very easy to get lost in a sea of questions. It's also really hard for anyone to give feedback if they don't know what you intend to do (and when you're in portfolio hell and trying to break in to the industry with a dubious skill-set, getting feedback is really important).

    Now, I can see that you've done a break-down of the assets in the reference image. This is cute and all, but you might be missing the bigger picture here. The important part isn't to make a list of things, if you do you really need to use that list otherwise it's worthless. An asset list is only useful if you use it to manage your time and help prioritize. Sadly, it looks like you just blocked out a lot of colors over the reference and then forgot about most objects on the list, seeing as you spent a lot of time polishing materials and background assets as well as digging in to nifty final-touch solutions to break up texture tiling and what not. This is how you don't use an asset list.

    You will also need to gather more references than this one image. They don't need to be from Bloodborne, because it doesn't matter what a chair looks like in Bloodborne. You could gather more references now, but honestly it's a waste of time to guess what assets you need references for at this stage. You will know better later on, when you feel like the main reference isn't telling you enough about an object.

    Also, in both of your attempts at this, you seem to have forgotten the most important part of the scene; the light source. This is one of the first things you need to consider in a scene. Luckily, there is a very obvious light source in the reference... No it's not the chandeliers, it's the windows. That's one really important question answered by your reference.

    Here's what I threw together; It's a quick block-out of the empty room that I threw in to UE5's blank scene that I did some quick tweaks to, to set the base. It's important to start implementing into the final engine (in this case Unreal) as soon as possible, otherwise you're just working in a vacuum and guessing your way forward. (and I can see that you did that before, good!)

    Is this block-out perfect? Is it even close to what the final target is? Of course not, it's ugly as fuck. But that's what the rest of this project is supposed to address. And as you can see, there's a lot to do.

    What I've done here is to reproduce the very basic composition and established a light. The goal at this early stage isn't to make anything "perfect" because eventually all of this will be changed (so put in as little time as possible and don't get caught in details, just keep moving forward). The purpose is to establish a base where you can keep adding things. After that, when all objects are in, it will be much easier to spot what is and isn't working. Then you know what to prioritize in when refining the scene.

    Next step is to fill this bad block-out with placeholder assets.
  • Daniel_Swing
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    Daniel_Swing ngon master
    Okay 8 years ago me; Here's how I should have blocked out most of the primary objects in the scene. I threw them in to Unreal to see how it's working before moving on, to see if I needed to adjust anything:
    I saw that the shelves and the cabinet were both too short and looked way too small, so I just scaled them up in the z-axis (blender, y in Unreal) to make the proportions not too wrong (they're still wrong though, but that's for later).

    My point is: This is why it's so important that you start implementing into the engine asap and take screenshots of (or at least spend some time looking at) your scene regularly, so you can notice at every step what's going right and what's going wrong. And this is why the block-out assets need to be done fast and should be seen as temporary, because you need to be able to do quick changes to them anyway. And please don't start finalizing the models and start texturing them now, chances are you will just have to re-do them anyway.

    We're also quickly running in to problems that makes the screenshot look very different from the main reference. I remember that you were confused about some of the inconsistencies in the reference; strange angles in the corners, the door seems to not go down all the way to the floor, etc. The horizontal line seems to be by the top-row of the shelves... but take a look at the chandeliers and you'll see that they are horizontal too.
    I know that it's confusing and hard to accept, but your goal shouldn't be to make a 3D 1:1 representation of the reference. I agree that it would be cool if you could post a side-by-side comparison and have them match perfectly. But that's not really possible in this case. Listen, there will be some things in every piece of concept art that just doesn't make sense, but it's your job to make it work anyway. This means that you have to deviate from the reference.

    Another problem that doesn't become obvious until this stage here is what happens when you ask the question "what's just out of frame". This reference isn't answering this. And you need to know this, because this is a 3D scene for your portfolio for game art, you need to make an entire room that a player could walk around in, not just one angle of the room.

    This is where you need to start making things up to answer some questions yourself. What is just out of frame?

    As you can see, one of the things the reference isn't showing is whether or not the shelves wrap around the room or not. This obviously looks silly, but if we start divorcing from the idea that we need to keep the final render to be accurate to the reference, this isn't really a problem.

    But I'll continue blocking out the smaller objects in the room, then when everything is in place, that's when we can start making real decisions about how to proceed.
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