Hi polycount, I started this project yesterday. Through this project, I want to achieve a realistic-looking environment. I'll be focusing more on material and lighting (want to get some really good-looking reflection), less modelling.
C&C would be really really appreciated:)
Here's the reference I found online, right now I'm working on blocking out the big chunks.
Replies
FOR NEXT:
-Wall and ground material (paintable puddle)
Today I learnt vertex painting in UE4 (luckily Unity and Unreal are pretty alike so it didn't take long to figure it out). I also made the material for the wall and puddle (took a few attempts to get the right look). I also adjust the lighting a bit after applying the materials.
I asked one of my Japanese friends what are these bars coving the window, she said it is a kind of window protector. I then looked for some reference for the main objects.
FOR NEXT:
-Main objects modelling (Window, window protector, eaves, ‘table’, billboard, fence/door, tube).
-Advanced vertex painting (the mud around the edge of the puddle).
FOR NEXT:
-Main objects modelling (eaves - sculpt the unsmooth edges and surface/layer, ‘table’, billboard, fence/door, tube).
-Texturing
-When export, keep some objects separated, as I might need to adjust the position in Unreal.
-Advanced vertex painting (the mud around the edge of the puddle).
Finally got some time to work on this project.
Today I modelled the drain cover, refined the pipe set, layout the UVs properly, and started to model the bottle container.
FOR NEXT:
-Main objects modelling (cap of the bottle container, bottle, billboard, fence/door,).
-Texturing
-When export, keep some objects separated, as I might need to adjust the position in Unreal.
-Advanced vertex painting (the mud around the edge of the puddle).
Today I modelled the bottle container/box, the lid, and the bottle.
FOR NEXT:
-Export, Texturing
-Main objects modelling (billboard, fence/door,).
-When export, keep some objects separated, as I might need to adjust the position in Unreal.
-Advanced vertex painting (the mud around the edge of the puddle).
Today I textured most of the objects and placed them into the scene. I found the lighting really bad so I decided to relight the whole scene.
FOR NEXT:
-Set up lighting again
-Main objects modelling (billboard, fence/door,).
-When export, keep some objects separated, as I might need to adjust the position in Unreal.
-Advanced vertex painting (the mud around the edge of the puddle).
Today I relight the scene, still doesn't feel right..
Worked on lighting again today, I think I’ll leave it like this for now. Then I started to work on modelling the assets.
Modelled and UVed these two metal boxes thingy today… I kinda know what it does but not sure how do people call it.
Today I UVed the metal box and these objects in the image, also started to texture them.
FOR NEXT:
-Keep working on texturing
-export again fbx
-soften bevel edges
-When export, keep some objects separated, as I might need to adjust the position in Unreal.
-Advanced vertex painting (the mud around the edge of the puddle).
Today I finished up texturing and worked on improving the set up and lighting.
FOR NEXT:
-drain
-soften bevel edges, export
-When export, keep some objects separated, as I might need to adjust the position in Unreal.
-Advanced vertex painting (the mud around the edge of the puddle).
Worked on the lighting and layout a bit more, also modelled the drain cover.
For next I’ll start to improve the quality of the scene, really get into the details (e.g. get the wall texture look right, the dirt on the ground.)
FOR NEXT:
-details (ground dirt, wall…)
-Advanced vertex painting (the mud around the edge of the puddle).
There's also a bit of pink-ish gradient from the bottom of original image. It makes it look kinda misty and unusual.
Worked on the improving the detail today, the wall, the bottle container, lantern, lighting, and started thinking what to do for the ground.
FOR NEXT:
-details (ground dirt,)
Worked on lighting and got the subsurface scattering working.
FOR NEXT:
-details (ground dirt,) (darker)
Worked on the texturing mainly, reworked a lot of texture such as the pool of water, also worked on the lighting more.
Worked on improving the pieces as a whole today (texture, position, lighting).
FOR NEXT:
-wall dirt (using the decal)
-barrier height
-pipe dirt
-wall prop
Again, been working on the detail. Learnt how to texture using decals today which is really helpful.
FOR NEXT:
-wall prop, window protector prop; wire
Today I modelled the rest of the smaller props in the scene, and worked on the lighting and material detail a bit more.
I also added a light function for the lantern light.
I think this is pretty much done for now, but one thing I will do for the next few days is to try to develop the story content of the scene further.