Hi, I tried to recreate the bathroom film set from a Netflix show called "Money Heist" (the film set could be seen in seasons 1 & 2), my goal was to start and finish my first ever scene with AAA quality for portfolio use.
Currently it's a work in progress so it everything you see may change in the future.
Rendered using Unreal engine 4, Modelling done in blender, texturing done in substance painter / designer
Any feedback is appreciated!
Replies
Do you use baked lighting for this scene?
I agree the indirect lighting could be more. In the photos I looked up, the lavatories close to the windows even seem to get lit from below by indirect lighting. Oh correction, the light seems to hit the wall directly.
I could imagine the grating of the windows getting overblown some by the outside lighting - maybe some volumetric light effect in this area?
With the lavatories, the stand to basin transitions look a bit harsh, maybe some ao in this area.
The roughness variation on the ground looks very high contrast and the pattern is very grungy/noisy. You could reduce the value range so the effects is more subtle and add in some (directional?) patterns which make sense for this scene, like someone wiped some water off the floor.
This will probably be the last post before I finally finish and upload it to Artstation for my portfolio so would really appreciate feedback!
(note the square ceiling light is a place holder for now)
In the first post all lights are stationary so some are baked and some don’t draw shadows. In this post most of the lights changed to be entirely dynamic apart from the rectangular lights for the windows and the wall lamp near the entrance in the second screenshot, that are still stationary and baked.
I found the best lighting results with stationary lights, they produce really high quality shadows and indirect lighting (with the right lightmap resolution) especially with area shadows enabled, But they do have their own limitations so I can’t put more than 4 lights that overlap on each other. (also they have better performance than dynamic lights)
So my other best option for lights that have less importance for me was to use fully dynamic movable lights.
I tried to use fully static lights but they give really underwhelming low quality results.
If you want more technical details check out those articles:
https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LightingAndShadows/LightMobility/StaticLights/
https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LightingAndShadows/LightMobility/StationaryLights/
https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LightingAndShadows/LightMobility/DynamicLights/
Btw what's up with that comment approval thing? I couldn’t post since yesterday and some times it deletes posts when editing them