I am doing an abandoned hotel lobby in a 1800's-1900's style as a room I will be building in UE4.
I have gone back to school, and this is for my main assignment/portfolio piece so I want to to be impressive.
Here is the concept I have painted up, but the real goal is an interesting and impressive 3D environment.
I want to get some feedback and suggestions on the concept in terms of:
Layout, Story, Interest, lighting, Prop choices, Historical relevance. Or anything else in terms of making an intriguing and impressive Environment Art portfolio piece.
Replies
Update!
As for story, maybe do some damage to the top railing, like someone or some thing fell from the second floor and made that massive hole in the ground.
Maybe do some books scattered around the floor like there was an earthquake or some thief came looking for something and threw the books around. Maybe that back window is broken and wind blew in and turned some papers into litter...
Edit: just realised that window keeps the wind out... wind owt... wind ow... hordor
I think, In terms of the top side I should add a few windows, some beams, maybe slant the roof in those area's.
Blocked out in UE4, more refined models will be replacing everything in here, Want to get the size right first. Lighting is temporary as well. Materials are also stand-in.
Thank you for the feedback so far.
Another thing, the crossing at the second floor looks too saggy. To me, that would just fall if it were to reach that angle. Maybe make just the middle pieces saggy and straighten the outer crossing sections that are most likely embedded in the wall.
I have not posted here in awhile, But here is where the scene is atm.
Also, to everyone who has taken the time to post feed back. It has helped both the scene so far, and also myself as an artist. Thank you
I was thinking about stuff that should be in the sub level, And did a furnace sketch.
Peeling wallpaper
Here is the method I came up with/am using above.
Unwrap the wallpaper first, this was important as most of the walls in the scene have the pattern line up with each other, edit the geometry for anywhere you want the paper to tear or have holes. Separate Material_id and uv's for the opacity channel to get the torn edges. The same material is being used on the edges and the backside of the paper, with one difference: The edges use a version with an alpha channel in the diffuse, The backside diffuse dose not (except at the edges on the backside).
Apply cloth sim in 3dsmax, plus any collision objects or cloth>groups you want. Once happy with the results, Collapse the stack. Add the ProOptimiser modifier to make the poly count manageable while keeping the silhouette/overal shape, be sure that "Protect Borders" and "Keep Textures" are both checked.. Collapse to edit poly again. Go to top menu: (Modeling>geometry (all)>Quadrify All) just to keep things a little cleaner and easier to touch up manually. If some of the area's where the paper folds over itself need adjusting, I find using FFD modifiers in combination with soft selection with edge distance checked is a good way to make it less tricky. FFD mods are my best friend. Add the shell modifier so that you have a backside to the paper. add a slight bit of inner_amount and outer_amount so that the geometry is not completely in the same space (if it is, then the shadow maps will bake black in UE) collapse and delete the edge created by the shell mod. add the backside material to the backside. If you feel like it, Delete any areas on the backside that cannot be seen or do not cast a shadow where a shadow might need to be seen.
Bring into Unreal Engine, use vertex painting to blend to materials to match the torn edges and also break up repetition of the pattern on the wall. If this method is to your liking feel free to use use it, Hope this helps
Thanks a lot! I'm a blender user but most of what you describe is transferable, pretty work intensive, but damn those results speak for themselves, I'll give it a try for sure. keep at it, that env is shaping up to be exceptional!
Let me know how it works out for you?
Ran the carpet and floor through some simulations and brought them back into the scene.