Hello
Here is my Ghostbusters Headquarters (Fan boy hobby project). I have a to do list but would I love to hear your thoughts, ideas and critiques.
It's based on the Firestation "
Hook & Ladder" in New York but the interrior shots in the film were based on a
Firestation in LA which was much larger.

Then onto lighting setups, I'm hoping a night time with some rain comes out well.

Replies
I think I'm going to focus on the night time set up.
I like the top render (dark), i imagine seeing some ghosts loose or the crater hole that gets created in the street (in the show) letting all the ghouls (just adding some glows) and such out of the containment zone lighting up the night, would work also. (probably can be found online, idk the episode) Always such a big idea when i create things, i'd want to liven it up with too much i guess. Would be cool to see the sign/symbol out front top of the red entrance.
Maybe ask someone with the vehicle modeled out and such to add it to your scene and drop a mention in there for them, like go check out the Ecto1 at : artist name, same could go for slimer (couple of models out there) maybe even pack him up with a blaster/backpack would make it even 'cute' & cooler scene.
On a side note, i collected dvds back in the day of sets of shows i really enjoyed, still got the 2006? unopened complete series collection. Sometimes i even forget i have it.
Thanks for the feedback, very useful and a great idea, it will give the scene some movement and will make you want to explore the interior.
Next job
Some advice please - The interior for the building is based on a fire station in LA (Engine 23) on 5th Street and is a much larger building. (see image below) I'm not sure how to approach this....should I squeeze it all in or do a transition cut on the door?
CES 2020 - Sony Innovation Studios Virtual Film Production Ghostbusters Movie PresentationThis looks cool....got me thinking about trying a VP set up.
Also bit shout out to Leonardo for doing a relighting concept. I am really looking forward to lighting this project, I just find it easier to build it with the lights on but I am almost at a stage when I can start to think about lighting.
Hi, thanks for the feedback I really appriecate it.
When I get around to lighting I will have a crack at the new skydome set up that comes with UE4.26 as you can get some lovely clouds, skys and other atmospheric effects set up.
The to do list
model
It was nice to be able to get back on this for a few hours here and there this week, I've got a ton of paper work landing on my desk so my procrastination level might even get this finished.
Next up building stains.
Oh and I dont know what your plans are for post processing but at the moment it feels a bit too pure and bright, like a bit too close to primary rgb values. The scenes shown in the movie above all feel a bit more desaturated, like brown in the shadows and even the sky isnt so blue its more washed out, perhaps a bit of that vhs 80s feel is coming through.
Ged, great feedback, 100% helpful and I will get onto all that you have mentioned. I will post up soon
Best, Neil
Quick close up before bed.
Hi Ged
Thank you for the amazing feedback, I've been crazy busy with the start of term. As soon as things calm down in about four weeks or so I will crack on with all that you surgested. Great feedback and thanks for all your help. Its a slow burn on this project! Might as well shift it to UE5
Dropped my Ghostbusters project into Unreal 5 tonight, looking forward to playing with the new Nanite lighting, ray tracing settings and a lot more to come.
UE4, testing out some camera moves.
Not sure at what stage this project is, but I think the asphalt needs a bit more work to be believable, it reads a bit too procedural at the moment and the wetness doesn't quite make sense. The parts where there is no puddle should have some wetness to them, currently it is a bit too much puddle vs completely dry asphalt/sidewalk.
If you were able to give it the extra (not sure if it'll be worth it as you're not showing it that much) water would benefit from having some direction and thought behind it, so it would have more puddles towards the edges where it meets the sidewalk and around cracks and potholes and so on... Should be fairly simple to do with some vertex painting.
To celebrate my "to do list" being complete you can now download and play this fan made Ghostbusters Simulation. It’s a small hobby project that lots of people asked if they could explore the Ghostbusters headquarters that I built. I thought why not it’s a fun way to show of a project.
I have added a few Easter eggs for you to enjoy and I hope there will be lots more to come including a Virtual Reality demo released in the near future.
Just made a recording of my hobby project, lots of easter eggs hidden away. Going to focus on the characters and interior now.
Ghostbusters HQ in the UE5 matrix demo. More to come soon.
The car is 8 million polygons, mainly cobbled together from downloads and then I just up the resolution so I can’t take much credit for the car. I have switched on Nanite - Virtualized Geometry, I have wanted to test Nanite on a hard surface object. Seems to work well, the glass is a separate object as Nanite will drop any transparency. This makes the model come in at 150mb. So the material is just a bunch of world aligned materials, it feels very hacky but fun to play with.
You can't park that there!
this looks great, solid modeling and texturing, love the lighting, it looks very natural.
And some more images, more to come soon.