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Abandoned German Coffee Shop

greentooth
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praesidenter greentooth
Hey there, 

I started a new project during the holidays and want to share my progress with you. Feedback is also very appreciated!
The scene's focus will be a small coffee shop based on an existing one in my hometown which I haven't been visiting for quite some time now (for obvious reasons).
To challenge myself I want to try to make it look like no human has been there for many, many years, as I haven't really completed any post-apocalyptic / abandoned scenes before.

Here's my reference board with pictures of the real place:


I'm almost done with finishing the main structures of the building and loaded it into Unity for a quick look. Next I'll tackle everyone's favorite task and do the UVs.





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  • praesidenter
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    praesidenter greentooth




    UVs and most of the building textures are done now and I also made a height-based blending shader. I'll refine the vertex painting later, but will now move on to modeling a bit of the surrounding area. Would love some C&C!
  • Jacob Lubinski
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    Jacob Lubinski polycounter lvl 6
    Wow! I love the feel. Think it just needs more "stuff" inside, props or broken furniture, or rubble. Overall though - beautiful.
  • praesidenter
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    praesidenter greentooth
    Wow! I love the feel. Think it just needs more "stuff" inside, props or broken furniture, or rubble. Overall though - beautiful.
    Thanks! Yes, more furniture and some more other details like signs on the outside is what I was doing today. Still need some more stuff though, and I want to add one or two more types of plants for the ground, the grass alone looks a bit repetitive I think.






  • wirrexx
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    wirrexx interpolator

    Looks good, Maybe push the lighting even more on the last shot?, it feels very dark, and "flat". Also are your foliage using normals? SSS? Cause that could push the scene even more. And i do agree, there's debris and pile of dirt missing =). You're on the right path!
  • praesidenter
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    praesidenter greentooth
    The foliage has both, normal maps and SSS, it might not show that much, because most of it is in the shadows?
    Where I think you're definitely right is the lighting inside which was indeed very flat and dull. Hard to balance exterior and interior lighting. I tried to work on this a little bit, but I might have to dial the light in the middle back a bit, as it's coming from seemingly nowhere and also bleeds onto the ceiling? Not sure, would love to hear opinions on this.
    I also switched from Unity's own lightmapper to Bakery and it's an incredible difference in both speed and quality!




    Other than that I made a new background building for on end of the street.



  • teodar23
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    teodar23 interpolator
    The outside is very noisy. Lots of stuff and on top of that there are sharp shadows making the whole thing kinda unpleasant to look at.
    The areas in shadow should be a lot darker or the light patches should be a lot brighter imo.
  • praesidenter
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    praesidenter greentooth
    teodar23 said:
    The outside is very noisy. Lots of stuff and on top of that there are sharp shadows making the whole thing kinda unpleasant to look at.
    The areas in shadow should be a lot darker or the light patches should be a lot brighter imo.

    Your're right, the harsh shadows were a big problem, thanks for pointing that out. I decided to ditch the sunny afternoon look entirely and go into a different direction. I also tried to better guide the viewer to the coffee shop.


  • Jacob Lubinski
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    Jacob Lubinski polycounter lvl 6
    Very beautiful. Just keeps getting better and better.
  • pixelpatron
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    pixelpatron greentooth
    Love the new direction and lighting updates. Looks dope! I'd love to see a little more silhouette on the buildings though. I've never been a fan of 3D scenes with the sky blown out, scene needs skybox/sky solution to work...
  • praesidenter
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    praesidenter greentooth
    Love the new direction and lighting updates. Looks dope! I'd love to see a little more silhouette on the buildings though. I've never been a fan of 3D scenes with the sky blown out, scene needs skybox/sky solution to work...
    I kinda liked the blown out look, but I created an overcast skybox and kept it. So now I have some subtle hints of clouds when I look into the sky. Thanks for the suggestion!

    Then I worked a bit on the exterior lighting and made it a little darker and increased the contrast between light and dark parts. Not sure if I like it better than the previous version, I'll might go with something in between in the end.
    I also added a lot of dirt and trash to the interior which will hopefully make it look a lot more like it's been completely abandoned for many years now.






    Here's a quick test of the scene in motion:


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