Hi!
I finished this project!
Link to Artstation page with all renders and 360 Panorama -
https://www.artstation.com/artwork/5XXRwWPresentation videos -
https://vimeo.com/444542327https://www.youtube.com/watch?v=klrqnsPtWhM------------------ first post ----------------------------------
Hi everyone!
"Dishonored 2 Fan Art - Alexandria Hypatia 's apartment " is my diploma project on the course 3D Pro in Artctaft school. In this thread, I will post my process, materials, props, and of course f*ckups
)
I don't know, will I create a full apartment or only kitchen and the main room. It depends on how quickly I will work.
So, if you are a fan of Dishonored game series like me, or just like 3D, or you like to
criticize other artists - welcome !)
Yesterday I created two materials for the floor and for the wall - painted parquet and tiles. I'll work on them later, of course, to make them more beautiful. I've created them in a Substance designer.
Replies
There will be books, papers on it. And of course, Jindosh audogragh that I am modeling right now.
Thank you, your comment is very useful! Yes, I see, my wood now is really poor and cartoony, it needs more work.
All edits of textures I'll do after creating props, materials, and place them on the scene.
So now I am working on the lamp. This is blockout with smooth, the next stage is high poly with details, uvs on the low poly, bake and texturing. And render!
Today I wanted to relax from modeling, so I created wallpaper material. I still playing with color and a roughness map. Hope to create Jindosh audogragh on these weekends )
My ref board:
Some blockout process:
Well, I finished only base mesh during the holidays. But it was not the easy one. So, from this model, I will create high poly and low poly with UVs, then bake it, and add some details in SP, like text and ornament.
I like how metal looks like here, and I think I 'll reuse it on my big lamp.
And it's not ugly
There is much work to do with this environment, but I really glad how this audogragh looks like.
The next thing I am going to do is the leather armchair and puff. I miss sculpting, so these props are a good thing to do right now
My refs (during creating armchair I 'll add some references, but these are basic) :
Also yesterday I imported my props to Unreal, to see what's going on and how they look like. I can't say that I like the result in Unreal, also I see how ugly my table and it really needs new cool textures.
I started with modeling the base/blockout, smooth it, and then created the high poly version of it.
Blockout with smooth:
High poly screenshots:
Now I think I'll end this chair, like uvs, bake, etc., and then create that small cute puff on chair's base.
The bird is quite interesting with its crest and color. Although it will hang on the wall, and it is not large, I still want to make it attractive enough.
There are my apartment pieces: arcs, doors, windows. Also, I created materials for them to see how it looks with baked light in UE 4.
I will edit all textures because now they look not so good, like sh*t I mean, also there are no blocks for light in UE. But I am glad that I've done, this hell modular structure!
Screenshots from Unreal:
I've edited all modules that I have and optimized props creation process - now I have one shader in Unreal for tiles, props where I use tile texture and masks, and for props with original textures.
I can add masks, combine AO of tiles and original baked AO, add curvature map in the shader, edit color, etc.
So, the shader is simple, I think.
That how it looks like:
And that's how it works now:
So, I edited my modules, edited uvs, created trim shits for walls wood. Also, I created material for floor tiles and simple wall plaster. I didn't work with light, only place it to see how my materials work.
Here some screenshots of the edited apartment :
- Main light - the sun is more intensive and warmer
- Add Emissive to glass lamps - edit shader for emission
- Create shader for potions
- Lamps lights are more intense and warmer
- Colors of ornamental Wallpapers are more contrast
I wanted to take something similar to the wonderful artwork of Piotr Jabłoński, and I think that Ivan Aivazovsky's "Wave" is the best choice.
Well, yesterday and today I worked on another frame - for another painting. I think that everyone knows it ) Here it is:
And then I worked on potions. What a Dishonored apartment of Hypatia without any Addermire Solution or Health Elixir?
So, I created them, and also animated shader. There is noise, pawn, color blending, AO (It doesn't need it but why not), normal, opacity, and also emissive. Metal parts I textured I SP and used my main shader for it.
Health Elixir:
Addermire Solution:
I still don't like shadows and full picture, that's why I sometimes play with light and post-process and world settings instead of creating other props.
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But suddenly I understand that I posed lights wrong, so I think I know, how to fix it. Thank you for the comment!
I created the sofa and something like a coffee table, I think so ) Also still playing with my shader and well, I have a problem.
Is anyone here know how to add curvature map to color map in unreal, blend it like in photoshop with settings? There are blend overlay and etc, but I don't understand how to add settings to curvature map to make it less contrast on combined texture.
Sofas' and some screenshots:
I created a carpet, medical box, and played with light.
I added plants, washbasin with mirror, a big cabinet for files, also plants from megascans and coffee tables. Still playing with light and post-process effects
Now I am working on the room with Outsider's shrine - in the original version, it was a hallway with some trash and plants.
So, some screenshot:
Wood planks look pure now, and I don't like bolts, so I will use nails meshes instead of baked ones.
Also, I am going to add some effects, trash, and Runes with Bone Charms. I think it will be cool room