Hi guys, I'm doing a completely modular mansion, I got the basic layout, most of the tileset are done as well as some furniture and props. I'm going to deal with every room individually. More on the props later.
Importing these right now, I'm going to try and light them with a subsurface map and not an emissive, putting individual light sources in all of them. Not sure about how the performance gonna be after I bake the lighting.
Wow this is looking great, I actually really like the atmosphere and feel to this. What was your inspiration? The large stairs and the foyer area remind me a lot of the opening scenes in Resident Evil 1
I cant wait to see more, the chandelier is looking very cool, nice and ornate, Be sure to upload a new image with a lightbake once you have it
@Cypherical Thanks, the foyer became too Resident Evily, but I have different plans for other areas, I basically search for different themed rooms and pick the stuff I want. Design the environment after I model them. Not the correct method, buts I think its like how the owners would have designed it. You know, collecting stuff across the world. I'm aiming for an antique pass after I finish the basics. I'm going to fill it with bunch of ethnic stuff maybe. Lighting turned out better then I thought. Using subsurface instead of emissive worked out great. I should go for a more contrasted and shadowy look maybe. But its good for now.
The lighting pass looks really nice, just a tad too much bloom, maybe try going for a more rustic lighting pass, give the lights maybe a bit more orange tones, sort of like this I am not sure if this is what you are going for, but it might also give your wood textures look a bit more brown, rather than washed out.
I really like where this is heading and will keep following. I think the best room currently is the "Red Sofa" room, it has a very warm and homey feel to it.
Hi guys, I've worked on the environment a bit. I now have a adjustable lightning blueprint. I've set the delay to low for testing purpouses for now. Also did a low detail landscape based on real world data, thanks to google earth and photogrammetry. (Yes I rescanned what google scanned from the app)
Hey man, I'm really liking this so far. Just curious though. Is your exterior house a separate model from your interior environment, or are they the same as in you can walk through that front door and be inside your mansion. If the latter, do you mind giving possibly a quick run down on how you accurately scaled the exterior and interior? Or how you went about it in general?
@Scizz I just created a lot of wall meshes for both interior and exterior, masonry walls are double sided, others are in different sizes, but mostly in 4 meters wide. Then I designed the basic layout of the two floors on paper, roughly. I added the exterior wall meshes after I finished the rooms with only interior meshes. I only modified few openings from outside after that.
I managed to get to the fun stuff, frames are all two materials, one for the mahogany and one for the gold paint versions. I recreated the paintings in photoshop from actual oil paintings. I now have just two paintings done, I will add at least two more. Also working on this poor guy, I will probably bake it again to get parallax of the fur correctly, It has errors in its heightmap for now.
I like that you've used modular meshes. Whenever I've tried to use this workflow i have issues with seams. No matter how much i adjust the lightmaps and world settings I can't seem to get rid of them. How did you overcome this?
@Moxigon Try lowering the indirect lighting smoothness to 0.6 and indirect lighting quality to 2 or 3 i the world settings. And build the lightmap in a higher setting than low or preview. Build times should go up but you should have no problems with modular meshes, also make sure you have a lighting importance volume.
Your work is really inspiring... Love the mood you created... What software did you use to record the video? Looking forward for the next updates ... good luck
@mats effect Its funny really. I used agisoft photoscan with screenshots from the google earth mesh that google already created with photoscanning. I lost too much detail scanning the already low detail mesh but I just wanted to have decent 3d backdrop far from the scene getting proper light from the lightnings and stuff.
my initial feeling is that a lot of the textures, particularly on the floor, seem to be noisy just for the sake of being noisy, there's no real reason for the roughness variance, etc.
You could probably fix this with a bit of simple shader work, do the following:
vertex color red, multiply by 2, minus 1 (this gives you a full range of -1, to 1). the result of the above + roughness = final roughness.
fill the mesh with 0.5 grey vertex color. Then if you paint anything black it will lower the roughness of the surface, if you paint anything white it will raise the roughness of the surface.
@almighty_gir Thanks for the advise. I didn't want to use vertex painting for the assets but I am not happy with the dust textures myself, I will probably add some more footprints/variation and adjust its uv so it won't be obvious that its tiling. Its already in world space.
Wow this is looking amazing! Perhaps not the best idea, but, although a real door would only open one direction, for the sake of the player not having to wait while coming back in, you could possibly add a second hit box on the outside so the door opens inwards when re-entering. Again, not realistic, but less annoying for players. Keep up the great work, I'm really enjoying following this Thread.
I absolutely love everything about this work! I really like how the hardwood floor reacts to the lighting! Do you have any tips on how to get the textures to look this good?
@Frezno513 Thanks, I am still learning to properly set the lighting of a scene, but its really whats important to show your material definition. Basically make use of static fill lights whenever possible and use reflection capture actors/probes in your scene. With a good roughness map in your material you should see very dynamic results. Also I use a parallax effect with this material to make it more old and 3d.
Its been a while but i've managed to continue this project. Done all of the layout and important meshes. I will move on to the detail meshes and lastly lighting.
Finally, after a year of in and outs, the mansion is finished, it will be available at the Unreal Marketplace soon. Thanks to everyone who provided precious feedback along the way.
Really great work on this, I think its maybe a tad too desaturated but that could be personal preference
Mind giving some more info on how you did the google maps landscape? It looks pretty convincing from the screenshots. Would it work with more mountainous environments?
@Doxturtle Thanks, i used photoscan (any photoscanning app should do) with screenshots from the area using the google earth. I thought it should work just like the drone data for any landscape. Keep in mind that the both mesh and texture resolution is quite low. It might be harder to capture an area in higher detail since you are already capturing a mesh created with the same technique by google. Basically its losing its details twice. Also its not a real camera so that may affect it too.
Great modelling and overall structure, but I feel like the lighting is a mixed bag. Sometimes it looks great, like an old Resident Evil game. But at other times is looks entirely too bright, uniform, and overexposed for being a spooky mansion.
Replies
What was your inspiration? The large stairs and the foyer area remind me a lot of the opening scenes in Resident Evil 1
I cant wait to see more, the chandelier is looking very cool, nice and ornate, Be sure to upload a new image with a lightbake once you have it
-Fabian
I am not sure if this is what you are going for, but it might also give your wood textures look a bit more brown, rather than washed out.
I really like where this is heading and will keep following. I think the best room currently is the "Red Sofa" room, it has a very warm and homey feel to it.
Keep it up!
-Fabian
Looking forward for the next updates
You could probably fix this with a bit of simple shader work, do the following:
vertex color red, multiply by 2, minus 1 (this gives you a full range of -1, to 1).
the result of the above + roughness = final roughness.
fill the mesh with 0.5 grey vertex color. Then if you paint anything black it will lower the roughness of the surface, if you paint anything white it will raise the roughness of the surface.
Its been a while but i've managed to continue this project. Done all of the layout and important meshes. I will move on to the detail meshes and lastly lighting.
Mind giving some more info on how you did the google maps landscape? It looks pretty convincing from the screenshots. Would it work with more mountainous environments?
Thanks, i used photoscan (any photoscanning app should do) with screenshots from the area using the google earth. I thought it should work just like the drone data for any landscape. Keep in mind that the both mesh and texture resolution is quite low. It might be harder to capture an area in higher detail since you are already capturing a mesh created with the same technique by google. Basically its losing its details twice. Also its not a real camera so that may affect it too.
As a fan of the original resident evil i love it