Nice scene you got here. Modeling, shading and lighting are all looking good. The hardwood floors feel a bit out of place to me. I think there's some interesting possibilities incorporating natural construction materials in a scene like this. Maybe add some other 'natural' accents like concrete structures or some indoor plant life to balance the wood flooring? Either way I think the hardwood planks are a little too large and / or the seams between them are too big.
@ArcaneOwl Thanks! I keep working on a scene breakdown at the moment, but in short, Moon is a textured sphere with a bloom plane behind it, background is also a sphere with night sky textures on it.
First of all, the most of the techniques came from tutorial made by Thago Klafke.
The part I started with was the Main Hall.
It was pretty straight forward. I started with modeling and UV'ing in Maya. After I'm done with UV's, I'm taking screenshot of them and begin my work in Photoshop.
The next step is nDO. That's the place where normals maps are made. I'm mostly using big/medium shapes with Marquee or Knife tool.
After the normal map is done, I'm creating the Curvature and AO map out of it (using nDO converter). These maps are extremely useful for texturing.
Now it's time to create base color map. I'm starting with filling
basic colors and putting AO and Curvature on top (~40% Multiply opacity
for AO and ~75% Overlay for Curvature).
Next part is adding some brush strokes and color variation. I'm mostly used brushes from the tutorial I have mentioned before.
Once I'm happy with base color map, I'm making Roughness and Metalness out of it by simply changing each color/opacity value and de-colorizing them.
If the model is meant to have emissive parts (SM_Generator model, for example), I'm making a separate black and white texture. "Inner Shadow" layer option helps a lot, adding more interest to Emissive texture.
Then, when all textures are ready, I'm combining Roghness, Metalness and Emissive into one texture with RGB channels. The "Expresso Exporter" ( https://minifloppy.it/tools/expresso/ ) is just great for optimizing that process.
Now I have a model with a texture set. Its time for a Materials.
Here's the Master Material used by 90% of models in the scene:
It allows me to:
- change base color contrast, saturation, etc ...
- control roughness and metalness intensity
- choose color tint for emissive maps
- add flickering to the emissive map
- control normal map intensity
- experiment with UV tiling
Still, some objects in the scene (mostly monitors) are requiring separate Emissive maps. I create them in Photoshop, using the same basic tools.
Another important step is creating Trim textures. Very reusable and useful stuff. Here's example of my different trim textures combined.
Now to the room in the center of interior part. The most noticeable part here is rotating hologram. I needed several Earth texures from here ( https://www.solarsystemscope.com/textures/ ). And here is the master material for it:
Other models in central room are made with the technique described above. But for the floor cages I've made a new master material with alpha map instead of emissive, so there's some holes in metal.
It's pretty much the same as MM_Master. The only difference is Opacity channel and Masked Blend Mode.
Time for plants. For them I have also made base color, roughness and opacity map in Photoshop. I decided to use images from textures.com as a starting point, instead of sculpting in ZBrush. After some Photoshop tweaking, I converted base color to normal map via nDO converter.
And then I just modeled plants meshes, based on completed textures.
Now to the exterior part. Once again, almost every object is made with the same techiques, even the cars. So I didnt have to make the high poly meshes and baking.
The most interesting part here is the night sky. It's a simple sphere with inverted normals and stars texture applied to emissive channel.
Awesome job man, thank for posting some breakdowns. The combination of wood and metal is pretty neat, adds a nice constrasty feel to everything in my opinion.
Replies
Finished Central Room:
Will look into the planks tiling though.
Trying to blockout the main shapes and catch the lighting mood.
This part based on the amazing concept, "Launch Bay" by James Chao. (https://www.artstation.com/artwork/Ozye8)
Thanks!
I'm planning to add some pictures on every banner and bring some diversity to windows lights.
What technique did you use for the moon and cloud (skybox?) if we may kindly ask?
And the clouds are rotating material, I have found a great guide on them here: https://www.artstation.com/artwork/aRgGDJ
First of all, the most of the techniques came from tutorial made by Thago Klafke.
The part I started with was the Main Hall.
It was pretty straight forward. I started with modeling and UV'ing in Maya. After I'm done with UV's, I'm taking screenshot of them and begin my work in Photoshop.
The next step is nDO. That's the place where normals maps are made. I'm mostly using big/medium shapes with Marquee or Knife tool.
After the normal map is done, I'm creating the Curvature and AO map out of it (using nDO converter). These maps are extremely useful for texturing.
Now it's time to create base color map. I'm starting with filling basic colors and putting AO and Curvature on top (~40% Multiply opacity for AO and ~75% Overlay for Curvature).
Next part is adding some brush strokes and color variation. I'm mostly used brushes from the tutorial I have mentioned before.
Once I'm happy with base color map, I'm making Roughness and Metalness out of it by simply changing each color/opacity value and de-colorizing them.
If the model is meant to have emissive parts (SM_Generator model, for example), I'm making a separate black and white texture. "Inner Shadow" layer option helps a lot, adding more interest to Emissive texture.
Then, when all textures are ready, I'm combining Roghness, Metalness and Emissive into one texture with RGB channels. The "Expresso Exporter" ( https://minifloppy.it/tools/expresso/ ) is just great for optimizing that process.
Now I have a model with a texture set. Its time for a Materials.
Here's the Master Material used by 90% of models in the scene:
It allows me to:
- change base color contrast, saturation, etc ...
- control roughness and metalness intensity
- choose color tint for emissive maps
- add flickering to the emissive map
- control normal map intensity
- experiment with UV tiling
Still, some objects in the scene (mostly monitors) are requiring separate Emissive maps. I create them in Photoshop, using the same basic tools.
Another important step is creating Trim textures. Very reusable and useful stuff. Here's example of my different trim textures combined.
Now to the room in the center of interior part. The most noticeable part here is rotating hologram. I needed several Earth texures from here ( https://www.solarsystemscope.com/textures/ ). And here is the master material for it:
You can find an awesome hologram tutorial here: https://80.lv/articles/creating-an-earth-hologram-in-ue4/
Other models in central room are made with the technique described above. But for the floor cages I've made a new master material with alpha map instead of emissive, so there's some holes in metal.
It's pretty much the same as MM_Master. The only difference is Opacity channel and Masked Blend Mode.
Time for plants. For them I have also made base color, roughness and opacity map in Photoshop. I decided to use images from textures.com as a starting point, instead of sculpting in ZBrush. After some Photoshop tweaking, I converted base color to normal map via nDO converter.
And then I just modeled plants meshes, based on completed textures.
Now to the exterior part. Once again, almost every object is made with the same techiques, even the cars. So I didnt have to make the high poly meshes and baking.
The most interesting part here is the night sky. It's a simple sphere with inverted normals and stars texture applied to emissive channel.
I have made clouds with this tutorial: https://www.artstation.com/artwork/aRgGDJ
The moon is also a sphere with emissive texture on it, nothing too complicated.
The cars are moving via blueprint paths.
Youtube video that helped me assembling car slpines blueptint: https://youtu.be/bWXI91FdMtk
To make environment look sharper, I decided to use sharpening filter. Awesome tutorial link: https://youtu.be/9EDVPcQsyzs
My post process, world and lighting settings.
And I think thats all. I hope I havent forgot anything important.
Thanks for reading! Let me know if you have any questions, I will gladly answer. Cheers!
The combination of wood and metal is pretty neat, adds a nice constrasty feel to everything in my opinion.
It took some time to finish this project. So nice to see that people love it
thank you very much @Brain_Slave i really appreciate it