About that time I rework my entire portfolio. This'll be my WIP thread for this project. I have the blockout nearing completion and I'll be moving onto dressing the scene with more assets before moving onto more detailed modeling and texturing. Like always comments, suggestions, likes/dislikes are much appreciated.
@Benvox2 Yeah Ben that's the plan! I'd like the lighting to be a bit more dramatic so I'm most likely going to add some extra props that aren't in the concept, like wall lamps so lighting may differ slightly depending on what looks best in the end. Matching the overall space is the goal though.
@Filipe I used BSPs mainly for the walls, floors, and ceilings. For everything else, I modeled in Maya. Or made really basic shapes using BSP then exported to Maya to model from. BSPs can be really annoying to use so I try and use them as little as possible.
Door Resculpt I wasn't getting the look I wanted so I decided to not use any alphas this time and sculpt it all by hand. Really need to get sculpting wood down since there's a lot of it in the scene.
More screens. Moving onto set dressing soon then some FX. I want the lighting to be moodier than the concept so I exaggerated it a bit. Some things i know im going to have to tweak later is roughness values. Some of them are too strong in certain areas. Just updating.
Thanks for taking your time and showing the wireframe. Really appreciate it !! It looks nice. So for the table and staircase, you basically did the high poly and baked the details to the low poly or you simply textured the low poly itself ???
I know it's a reeeaaaly dark games but on my monitor those shots are dark enough for me not to really appreciate anything of the environment Lumiere please?
I really like all of the work you've put into it, great stuff!
You're missing a window/door under the stairs? In the concept that was letting in a lot of light and it helped the composition a lot. I think you need to work on your cool ambient light and get your tiny warm lights to cast more light, its fine to have tiny hot points of light but they aren't contributing to an over all contrast between warm and cool that could really help the scene.
The outdoor lighting looks to be as bright as the concept but the ambient just isn't there, yet.
Looks great man! Are you using static lighting? One thing: I feel like the nice plant/material is going to waste in the dark, if you had a light source right next to it, it would look awesome. Also it would caste some interesting shadows.
@xvisurprise alright I see where you're coming from. I'll most likely end up placing separate stone meshes and dirt spots/clumps over the tiled material for a more grounded feel to the cabin. @Mark Dygert I had the window there but removed it. I'll add it in again though cause I really need that extra light.
@Benvox2 Most of my lights are static. My main light sources like the light outside and my skylight are both stationary. And I know right? I'm trying to figure out the best way to present the plant.
@Benvox2 Most of my lights are static. My main light sources like the light outside and my skylight are both stationary. And I know right? I'm trying to figure out the best way to present the plant.
Yea I really feel that it could add a lot to the scene if it was near one of your stronger, interior light sources.
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@FreneticPonies Thanks :P
Are you blocking this with BSPs?
I wasn't getting the look I wanted so I decided to not use any alphas this time and sculpt it all by hand. Really need to get sculpting wood down since there's a lot of it in the scene.
I used the Perspective Match tool in Max to do most of the spatial matching and eyeballed the camera in UE4
You're missing a window/door under the stairs? In the concept that was letting in a lot of light and it helped the composition a lot.
I think you need to work on your cool ambient light and get your tiny warm lights to cast more light, its fine to have tiny hot points of light but they aren't contributing to an over all contrast between warm and cool that could really help the scene.
The outdoor lighting looks to be as bright as the concept but the ambient just isn't there, yet.
The post process settings could really help.
Nice work so far! Keep up the good work!
I think the concrete floor now looks too monotone. You could try adding more debris, dirt, cracks, missing part etc.
And also what Mark mentioned, some tweaks on the lighting would contribute a lot in the overall outcome.
Cheers
@Mark Dygert I had the window there but removed it. I'll add it in again though cause I really need that extra light.