Hey guys. I have been slowly running out of steam while doing my Victorian mansion so I thought it would be nice to take a short break from it and do something smaller. In the end, I've decided to make a medieval wine cellar; here's a rough block-out of it.
Here's what I'm planning to do next (this is more of a note to myself, so feel free to skip it
)
I'm quite content with the lighting, though it's going to change a little bit once I make proper door; I will probably make some highpoly planks in Mud and then bake each of it separately. I plan on leaving some space between each plank in the lowpoly, so that light shafts can pass through it.
Walls and ceiling:
These will use tileable textures with vertex blending. I want to mix worn-out white plaster and reddish-bricks.
Floor:
I will sculpt some tiles later on in Mud; vertex blending shouldn't be necessary here since I can simply cover it with decals and some junk. Some protruding tiles here and there should also do the trick.
Barrels:
The highpoly is done and I will bake it later today. There are a lot of them in the scene so I will have to create either a second diffuse or crate a shader that changes colour of the planks depending on the world position.
Bricks, trims, pillars:
Will be sculpted in Mudbox. Trims might be a little too big at the moment.
Windows desperately need some proper light shafts. I've got to add some torches as well.
Critique and further suggestions are most welcome
edit:
Updated the post with the latest progress on the scene.
Replies
im excited to see more!
The blue lighting looks a little strong if thats supposed to be light coming through the windows.
SaferDan: I will try to post some highpoly sculpt tomorrow.
Ark: Yeah, I was planning to add some ribs, but I felt too lazy to rebake my lighting
Good point about the blue lighting; I will have to play around with its indirect lighting setting.
Prophecies: Cheers, I like the keystone idea Will definitely spend some time on the ceiling tomorrow.
Good looking start. Not sure what else you could add, maybe some crates with cabbage, old armor...... dead bodies. :P
Ha, that last one is a joke. But none the less. cool scene, looking for to seeing it progress.
brandoom: Yeah, another one, but in this case I might actually finish it before the world ends
The floor could use some more junk, but I will leave that until everything is textured.
divi: Cheers. I will fix the blue lighting later on; cutting its brightness by 1/4 and lowering its indirect lighting setting should do the trick.
Mr Bear: Cheers, glad to hear you like it.
A R K A I K O: Thanks mate!
Here's a small update;
Did barrels and pillars, tomorrow I will try to do the floors, trims, put some plaster on the walls and fix lightmaps.
I know that the blue might still be too strong, but I really like how it colours the barrels. I will probably leave my lighting like that until all texturing is done; perhaps it wont be as bothersom once everything has a diffuse.
Looking forward to your feedback guys
I will add some ribs to it though, to cover the transitions. It's really hard to get seamless lighting on modular pieces unless is use high res lightmaps.
Anyways, here's todays progress. I'm not entirely happy with how the floor turned out. I will have to add some actual geometry if I want these stones to pop. Walls look a bit bland, but I will vertex blend them later on.
Dont like the godrays coming through the door though, i personally think they'd be better coming through the window as the bloom around them suggest strong lighting from that side of the environment.
Thanks for the reply Yeah, the godrays still need a little bit of tweaking - I don't really like how these post-processed lightshafts look (since they can be seen only when looked at from certain angles) so I will replace them later on with proper volumetric lighting and add some next to the windows as well. Also, I will try to reduce the gaps between the planks so that less light is coming through.
Room looks great though.
Cheers mate
Eric:
Haha, it does look similar; I hope that's not bad
Glad to hear you like it.
As I said before I will edit my highpoly tomorrow. I believe that dirt-to-stone ratio is what makes it look so similar to Ben's texture; increasing the size of the stones, or changing their density should do the trick. I was using baked masks to paint my diffuse, so editing it shouldn't take me too long.
i like the god rays
here's a pic of them being used indoors: click
Keep in mind that Medieval architecture didn't always make sense; buildings were often made on top of the older structures and buildings themselves were rarely used in the way it was originally planned. When making this piece I was thinking of an old dungeon that was being used as a wine cellar; hence the cobblestones and stairs behind the door.
Anyways, here's a very small update; I tweaked the cobblestone texture a bit. Reduced the space between the stones and increased the tiling (the scale was a little bit off before). I hope that it doesn't look so similar to Ben's texture anymore. I have also reduced the lightshafts a little bit.
I'm not sure if I will be able to do any more progress today, but I hope to sculpt some bricks in the evening.
Note to myself; I should replace that BSP floor with a static mesh that bends slightly; it should give it a more organic feel.
Apart from that I've been mainly tweaking minor things and changes turned out to be barely visible. Current ceiling needs to go - I will probably go with something like this - mesh will stay the same but it certainly needs a different texture. I've also added some floor tiles, though I'm not perfectly happy with the results yet; I will try to beat them up a little bit more.
Anyway, here's my progress:
Crit away guys I'm hoping to do some more noticable progress tomorrow.
Also a grime layer on the cobbelstone, so it's more grimey towards the sides might be nice.
Some wall hangings/ceiling hangings would look cool
Maybe some missing cobblestones here and there to break up the tiling more. Like muddy areas.
edit:
The lighting is a bit different in the last shot and blue is far too strong; I screwed up my lighting a little bit and can't recall how. I will try to get back to the lighting from that shot I posted a few days ago.
Looks good! Time to drink!!
The new ceiling you chose should work out well with a nice normal map . I'd build in some damage/fallen bricks.
It would be nice to get some rim lights in there as well, but I'm afraid that a strong lightsource would kill GI.
The lighting should change significantly once I add those. I want to use a flame texture as emissive and use that as my lightsource; the final result should be far more "organic" and have a wider array of colours. I hope :poly142:
You can make your own material of course; but even when following a tutorial on UDN, I had no luck of replicating it. The material is pretty complex and wiki doesn't explain all hows and whys.
@Tea: regarding the material. I have never been able to replicate it from what UDN has but what I did do was look at UE3 lightshafts and combine the two together. Ill post what I have up later when at home....working on a mac right now and bootcamp refuses to install windows.
haiddasalami: Thanks! I would love to get some more info on this. I'm not too good with the technical stuff but it would be great if I could understand how it's done.
thanks ill look into that..
I've got another small update; I've tweaked the lighting and added a small amount of fog. I'm playing it safe with the moonlight, since I didn't want to kill off my artificial lights and Lightmass can be very picky; there's still plenty of room for improvement though.
Ceiling's texture still has to be replaced with bricks; I've spent too much time fooling around in Mudbox, but I am hoping to finish them tomorrow.
I've also sculpted some panels in Mudbox which are tiled along the ribs and I will probably use the same texture for the door frame.
Anyways I don't want to bore you, here's something to look at
Edit: Didn't see your posts before I posted this
Cap: Cheers As I said I will try to finish the texture tomorrow; scultping good looking grout has given me much more trouble than I expected. Torches on the pillars sounds like a good idea; I could use some lightsources in the middle.
raul: Thanks mate. Yeah, it was kind of too dark; I fixed it today. Hope you will like it more