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[UE4–WIP] Witcher 3 Toussaint Interior

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LorasTyrell polycounter lvl 5
Hi everyone! I saw a piece of concept art for a Toussaint interior made by Andrzej Dybowski (Artstation) and I was really inspired to attempt to create it in Unreal Engine. I am still in the beginning phase but I have made some materials in Substance Designer that I will be using, and started the blockout in engine. I haven't created an interior like this before so I've spent some time on learning about lighting and post-processing, so what I have now is better than when I started. But that's probably where feedback would be most useful!

My next step is gonna be to block out some more of the environment pieces in Maya. Further along it seems I'll have to push myself to do some sculpting so we'll see how  that goes. 

My main complaint about the current state is how the floor looks. As you can see in the material render, it's proper brown but this blue tint is ruining it for me. It might be the skylight but I haven't found out how to mitigate this just yet. I'll get there eventually. 

Thanks for stopping by and please leave some feedback <3 





Concept:

Replies

  • Larry
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    Larry interpolator
    png ouch! please upload your pictures in a jpeg next time! The proportions seem fine for now. For lighting i suggest you visit the channel lighting academy in youtube, this guy has long videos but explains alot of things really good. Lighting is half the work in making your environment look good
  • LorasTyrell
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    LorasTyrell polycounter lvl 5
    Sorry, forgot Unreal saves screenshots in png  :s Fixed now! I've only watched their videos on exteriors, I'll be sure to check that out
  • LorasTyrell
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    LorasTyrell polycounter lvl 5
    Some improved lighting helping a lot already
  • Rektum
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    Rektum polycounter lvl 7
    You've got a good start here. Some things I noticed:
    1.The red of your walls is too intense. The concept is very muted. The most intense hue in the concept is in that hanging above the mantle.
    2.The floor has a very shiny coating in the concept. You could mess with a clearcoat material there. (The secondary normals input would be awesome too!)
    3.Try to capture the relationship between light and shadow from the concept early. If you can nail that the rest will fall into place.

    Keep going on this, I'm looking forward to it!
  • LorasTyrell
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    LorasTyrell polycounter lvl 5
    Thanks Rektum  :# You're right! I thought I might desaturate the scene in post, but I didn't notice the colour on the left. I'll tone the texture down some. And I've never heard of the clear coat material before but now that I have it looks super relevant, thanks for that! I'll be back  :)
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