Hi!
In this thread I hope to share my WIP and gather critique, feedback and ask for help as I discover the Modular Design Workflow.
This project is my topic choice for the "Modular Environment" course on CGMA which I can only recommend if you are looking for a great platform to learn from.
My topic is Kinmel Hall.
Kinmel Hall was built 1871-1876
The house was commissioned by the Hughes family who remained in the home until 1929.
The house was converted for use as a health center to treat people with rheumatism and then used as a hospital during World War II.
After the war the house became Clarendon Girls School and suffered a large fire in 1975.
Today it lays derelict.
I found this history pretty diverse for one building and so I wanted to capture the house being used as a makeshift hospital in WW2.
Artstation:
https://www.artstation.com/jamesray
Replies
WIP_01
I have since merged the pieces of the stairs into 3 pieces and I decided to no include some areas found in the reference, This was just for time management purposes. I wanted to make sure this project was achievable in the amount of time I have to complete it.
Here is some Trimsheet analysis.
WIP_02
Started blocking some pieces and bringing them into UE4.WIP_03
I originally started making my wood panel trims in substance designer but I found that it looked a bit flat in engine and so I thought it would be a good chance to try making the trims as models first then backing it to texture, So I began creating those and I found that the result was a lot more natural. I did add some more geo to the wood panels as well to push their silhouette. Also made a wheelchair!
I worked on a plaster material and also made a tillable ceiling texture.
The ceiling looks awesome. I'm curious how you made the molding and accents. Did you use alphas or did you model them yourself before baking?
WIP_04
Started texturing the paneling and some floor materials.Spent time leaning the high poly baking workflow for props. I tested on these crutches which came out really well.
WIP_05
Reworked the wooden floor material and started working with a vertex painting setup to paint between dirty/clean floors. I modeled a whole bunch of medium sized props.
I started creating a separate scene to help debug/test stuff. I took another asset though the high/low workflow and textured it.
Used some pieces to make some exterior to look at though the windows.
(^Current WIP^)
Really sad to say that my course is over, Its been awesome to have that sense of discovery as I learned a whole bunch of new stuff. I would absolutely recommend checking out the CGMA course for Modular Environments given by Clinton Crumpler. Clinton was an amazing teacher and made sure we had all the resources we needed, I hardly found myself stuck on some concepts and if I ever was there was always some shared resources, links, tutorials and other online material that was there to help. It was an absolute pleasure taking the course and I cant wait to spend more time in this environment and finishing it up!
LIGHTING
During the last week of the assignment we focused on post production settings and finishing up with some lighting stuff. I spent a lot more time lighting the scene though I am not totally 100 percent that this current lighting is going to support the narrative for the scene. I added Lots of volumeterics to the scene and spent some time playing with bake settings in UE4, I still have plenty of light map issues that I will slowly sort out.
CEILING
I spent some time working on the ceiling pieces and tillable, I think the white plaster has become a bit too bright and clinical in this lighting setup.
NARRATIVE
I also started placing a few Narrative elements around the scene. Still plenty to do here with maybe some cloth sims to come!
Please feel free to leave some feedback, I am especially struggling with the lighting stuff, Though I don't think it looks bad I do think its not supporting the story. Otherwise, I am really excited to jump back on this soon!