I wanted to go for a larger personal project that really would get me exited. what I wanted to do was go back to a childhood enthusiasm I got from going to the museum of natural history/nature and science as a little kid. Looking at the dioramas was what made me want to do art for a living, looking at them and feeling "that's so cool! you can take a time and place and put in in a glass box and put it on display!
![:smile: :smile:](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
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What I am modeling is a wing of the Denver Museum of nature and science but with a spin on having the dioramas feature strange alien worlds. I want to have all the informational plaques and displays but covering alien life and alien ecosystems.
Here is a few of the reference pics I snapped during this weekend
![Image: https://us.v-cdn.net/5021068/uploads/editor/lh/yuqz7fyp164m.jpg](https://us.v-cdn.net/5021068/uploads/editor/lh/yuqz7fyp164m.jpg)
![Image: https://us.v-cdn.net/5021068/uploads/editor/ws/pprs1uaeait4.jpg](https://us.v-cdn.net/5021068/uploads/editor/ws/pprs1uaeait4.jpg)
Here is the first test pass after a few hours in UE4
Will keep updating this as it goes!
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Also that ue4 bloom is driving me crazy haha need to wrangle that.
The fabric on the sofa, chair, and floor is lacking. It's a wide open space that could benefit from some high quality work on the materials. It would be worth considering doing a high poly bake on the entire sofa component.
The red seats in particular have some really jarring seams, and the ruffled style leather needs some help - it appears to be using an albedo map with a lot of shadowing and occlusion detail baked into it. This is a great article by Marmoset for texture and material work: https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/
Overall the scene has some serious potential. With this type of environment it's important to consider what the focal point will be and also a lot of color theory comes into play.
Looking forward to your updates.
For the bounce light, you should probably play around with the Post Process Volume, (if you're using one). Try adding more lights, (watch out for draw calls), or baking it. I'd definitely put the bloom value down.
The scene is already passing the "Museum" vibe to it, since you followed the ref pic
I'm following this thread.