Hi all, recently finished this small environment of a psychiatric hospital, the actual place is called "Manicomio di Racconigi" in Italy, built in 1871 to treat the mentally ill and is no longer in use since the 80s, and is just one of those places you can't stop looking at. I always loved these old and rusty places where you can see the natural decay of the passage of time and how nature takes over these deserted buildings. https://www.artstation.com/artwork/lV5Y6z
Yeah, the reflection was what popped out to me the most as well, dunno if it's because it's the wrong reflection, but seem too clean/shiny currently, might be better if it's a less bright reflection. Might want to apply some roughness spots, so it's not full shiny, not too much, just enough to break it up, like streaks down. An example that might help: https://api.gurushots.com/photo/d4a90e149be7b31397e3232d15e82e3a
@icegodofhungary I wasn't getting the effect I wanted with a reflection capture and added a reflection of an environment instead, now that you mention that I'm starting to see it weird to
Yeah! @McGreed it's obviously looking to shiny comparing to the rest of the scene, maybe I should vertex paint more the dirty material, or set a different lighting/reflection on the tiles?
I'm always happy to see more scenes based on Manicomio di Racconigi. It's an awesome place. I especially like the leaves you have scattered all over the floor and on the props. It adds a lot of life to the scene. The wall material is pretty sweet too and it's accurate to the reference. I'm curious how you made the gauges on the suction unit. Did you use a decal in substance painter? Or some other method?
I agree with the others in saying I think the lighting is bringing the scene down. It looks too bright. Are you using an HDR in your skylight? It might be creating some unnatural lighting for an interior scene.
Hey @Dreyzie definitely the lighting of the scene is not the proper one, I'm not using an HDRI in the skylight. The thing is that the tiles have a sphere reflection capture actor that is using an HDRI in specified cubemap instead of captured scene.
For the gauges I did an alpha mask using Adobe Illustrator and later used it as projection in the uv view of substance painter, so you can accurately place the mask where you want.
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An example that might help:
https://api.gurushots.com/photo/d4a90e149be7b31397e3232d15e82e3a
Here you can see some reference images of the real room @McGreed @icegodofhungary
https://www.lostfordecades.com/en/manicomio-di-r/
I agree with the others in saying I think the lighting is bringing the scene down. It looks too bright. Are you using an HDR in your skylight? It might be creating some unnatural lighting for an interior scene.
For the gauges I did an alpha mask using Adobe Illustrator and later used it as projection in the uv view of substance painter, so you can accurately place the mask where you want.