Hello everyone, I'm working on this new personal project where I want to build this old fire station in my city's downtown.
The plan is to build a layout to nail the proportions, and then build a set of modular elements. I also plan on using a trim sheet. I will probably go to megascan or substance share to find some shader (especially the tileable brick) to keep the project short.
For the later stages, I'm not sure yet if I will integrate it in Unreal or just use Marmoset viewer. I may also use mega scan props to boost the visual value of my final composition.
I would like to share my WIP with you and would love to have any feedback as I progress along the way. Hope you'll enjoy it!
Replies
Just grab a half decent camera, and tell them what you are doing and ask if you can scan the exterior of their building. Then scan the bricks, the trims, the foundations, the cracks, the corner silhouettes, the doors, EVERYTHING. And then transfer all that data into ur tileable trim sheets like you mentioned.
You have access to the actual object you are trying to reproduce. Nothing better than first hand scan data.
My textures:
Here is the Hi-Resolution mesh used to bake: It was mainly done in Blender with some sculpting done in ZBrush.
I selected this brick texture from texture heaven:
https://texturehaven.com/tex/?c=bricks&t=red_brick_03
My module set is now mostly complete
I applied the brick texture to the station. UV wrapping the brick on the station was tedious. I'm glad it's over!
You're right, I cheated on the brick size to avoid having something too noisy. But if you spotted it, it means cheated too much! And now it looks off. Thanks!
@valentin_baguirov
Good cue about the vertex paint. I need to break the uniformity of the brick. I will probably use some decals too, to add some patches and leakings of dark dirt.
As for the straight edges, I'm not sure yet how I will break the straight silhouette. I guess I will add some kind of corner brick mesh at some strategic corners.
By the way, the atmospheric lighting you did on the old warehouse that was featured in Lvl80, was very nice and I will certainly welcome your feedback when it's time to light this baby!
I want to make a presentation shot from Unreal so I inserted the building into an existing Unreal scene free from the Epic Store. I also added some decal from the Megascans library.
The next step will be to create my own lighting probably using this tutorial as a base: https://www.youtube.com/watch?v=tD3HYY67XpY.
Good point about dirt anchoring. It will help reduce the floating effect of the building. I did some using decal as I don't want to create a second set of trim and brick textures. I specially insisted on this front concrete corner.
Here is a before/after shot:
New Framing
New Lighting
I activated the distance field ambient occlusion
If anything, I'd say the windows looked a bit too reflective and clean when I first looked at it.
4 lighting setup
Some small adjustments