Hey Polycount!
Here's one of the projects I've been working on! I'm gonna try to keep this updated regularly!
Its based off the concept 'Lost and Found', by Daniel Percy
https://www.artstation.com/artwork/4bLVG1Unfortunately I already started this project mid way through January, but there's still a lot of work to be done so I'd love to get some feedback/critique
This is my progress so far
Struggling to nail the lighting with this one so any advice is really appreciated
I've recently tried to replicate the lighting transition from cold to warm from the left hand side of the image to the right hand side, which has been an improvement from where I was at a couple of days ago!
I also created the overhead cabinet today, although it's very difficult to see in UE4 due to the lighting.
Next Steps
- add dust particles and more lighting alterations
- improve the floor material, making it lighter for more visibility and adding decals/vertex paint
Thanks guys, looking forward to sharing some progress!
Replies
Good start but i suggest toning down that AO or even removing it completely. If youre baking the lighting theres no need for ssao.
Also, the wall material looks very random and maybe too contrasted. The worn wall edge doesnt seem to belong there...
I've changed the walls, and stripped it back to being a blend between wallpaper and a wall base, wiith some low poly pieces of loose wallpaper too.
Some decals have been added to the floor but that will be what I will be working on mostly next, as well as adding decals to the walls where appropriate.
This is the new lighting setup. Somewhat deviating from the concept but I think it's an improvement. Nailing something down that I'm happy with has been the most challenging part so far.
I keep spending time changing the lighting thinking it's going to be a massive improvement but then when I compare before/after I'm not so sure
Thanks for the critiques so far!
Another day of trying to fix the lighting! Deleted all the old lighting and started from scratch. I also changed the brightness of most of the textures to fit the new lighting. Think I'm getting a lot closer! I think I'll get on with finishing the rest of the assets now whilst making some lighting adjustments along the way. Also a lot of decals that need to be added.
I'm struggling to get the frames of the windows to cast shadows. I've tried 2 sided materials and 2 sided lighting, also tried detaching the back faces and placing them behind the windows, but none of those has worked. Any advice is appreciated!
i've made a few changes since the last post!
- changed the lighting again
- added some wallpaper as geometry. Let me know if this looks bad as I'm undecided so far haha
- Added more decals/water damage
-added a few more assets.
- added dust particles
Next Steps
- add more decals
-make cobwebs for the corners
- cracks in the windows/ glass shards on the floor
I also need to texture the reverse side of that rolled down wallpaper!
The Scene so Far
Any feeback/criticism is welcome
In addition it feels too bright and bleached, kinda colorless. Definitely floor needs to be darker, feels like your fake light is giving too much highlight to the ground. Try to put exposure on few points of interests, and build up a more natural lighting in this scenario.
Don't add fake lights that are so obvious and apparent. Try to give them a little warmer color so they aren't just play white
I made some curtains and moved the painting to the other wall. I also started on some water damage and vertex painted the floor so it has wet areas. I'm going to sculpt some water damage marks/lumps on the ceiling, vertex paint that wet, and add water droplets leaking from the ceiling. Here're some reference images of the ceiling damage.
I also added a lighter, just because I'll be gradually adding some survival props for set dressing
The Scene so Far
Critique welcome
I've done some sculpts on the ceiling to try and replicate some water damage. These have been baked down to a flat low poly in the scene.
Added some vertex paint to make it look wet/soggy. Next steps for this will be to add cracks and add leaking water.
I've also put some more detail into the texture for the curtains, as one of my composition shots is quite close to them! I used one of the fabric textures in Substance Painter as a base to work from on this.
Modelled a Duffel bag in Marvelous Designer and textured it in Painter
Additionally I had feedback recommending the scene to be brighter, so did this via exposure conpensation
Spent the day cleaning up lightmaps and some further work on the lighting to create some contrast areas to avoid the scene being too washed out. I think it's more pleasing to look at now in certain areas, such as near the curtains and duffel bag, whilst still maintaining the overall brightness of the scene. Added some damage decals after that.
Critiques appreciated