This week I think I’ve reached a good point in my blockout to start texturing. I’ve created base meshes, and UVs have been laid out. I’ve contemplated on creating hi-res meshes to bake out, but I’m curious to see how much I can push with just Designer.
The room does feel a little small, yet I am conflicted on whether to scale everything up or not. References that I’ve been using for inspiration included submarine captain’s quarters and other various rooms, as the initial idea is that this bedroom is located on an industrial cargo ship that’s been refurbished for personal use. So I am aiming for a compact space. That being said, I’ll likely go back and fix the scaling of the bed, as it looks a little too large/long.
Some more screenshots of additional angles:
Incoming update dump (it’s a little image heavy)!
Okay, so, it’s been some time since the last post, but throughout these few months, I’ve been chipping away at this project. A lot has evolved!
First thing that’s noticeable is that the room looks very different, particularly in design. While working through my asset list, I realized the models themselves were...lacking. Nothing wrong with simplicity, but they felt a little too basic, and it really wasn’t pushing me in the ways where I felt like I was learning new modeling techniques with Blender. I think I was just playing it too safe? The textures were looking alright, but the models themselves didn’t have personality on their own. While I’m not going super crazy with the stylization, I still want each part of the room to feel like it has its own shape and rhythm, if that makes sense. So I went back to the drawing board (literally) and whipped up a new concept to use as part of my reference.
I’m much happier with the new design, and honestly it’s a lesson learned that concept design is a whole beast of its own skillset, and I shouldn’t take it lightly, haha. When I went back to further iterate on the room, I spent some time looking at various old tech and retro interior and furniture design, trying to understand what were some of the common shape languages found during these time periods (furniture ranging from 50s - 70s, and the technology design mostly based on 70s through 90s, with a few modern bits mixed in). I didn’t want to create a strict time capsule of any particular era, but more looking at a distant (unrealistic) future that carried over alot of the elements found in these decades. Basically a “best of” in terms of retro design, in my opinion.
These are some brainstorming drawings I made during this process:
I thought about what other parts of the ship would look like using this aesthetic, and what materials and shapes would be found depending on its location and function. Part of the galley to the left, and part of the study (now part of the bedroom) to the right.
Also, some cases:
Time for some actual in-engine stuff! There’s still plenty of work left to do, but already I feel more confident about this new direction.
Everything in this scene has been modeled and UV’d in Blender, and the various different shapes allowed me to try different things regarding modifiers, curves, sculpting, and even some simulation (for the bedding and pillows). I’m definitely a lot more comfortable with the program now. And Substance Designer! All textures here (that don’t include text or highly graphical elements) have been created using the node-based system. There are for sure several situations where Painter would’ve provided a quicker solution for some assets, but for the case of just becoming more familiar with Designer, I think the results aren’t that bad. P:
Below, here are some closeups of props and materials that are furthest along in terms of progression.
Even more below, are some iray renders of smaller props. Because of how little screen space they take, I decided to keep them relatively low poly.
I took one of the artifact props and uploaded it to Sketchfab, if you want to tumble it around!
Annnnnnnd I think that’s it so far.
If you made it to the end, thanks so much for checking this project out! If you have any feedback, please feel free to share, as I would appreciate any critiques from eyes other than my own, haha.
I try to work on this project as much as I can, and I will be posting a little more frequently so that I don’t have to create large posts such as these. I don’t have a set schedule or anything, but at least once or maybe twice a month would be a goal!
I spent the last couple of weeks playing around with Substance Painter, to get myself re-acquainted with the software. I modeled a small set of props based on some of my concepts, and used both Painter and Designer to texture them. I’ll spend some more time with it tomorrow adding a couple more decorative bits.
Screenshots are from UE4.