This week I think I’ve reached a good point in my blockout to start texturing. I’ve created base meshes, and UVs have been laid out. I’ve contemplated on creating hi-res meshes to bake out, but I’m curious to see how much I can push with just Designer.
The room does feel a little small, yet I am conflicted on whether to scale everything up or not. References that I’ve been using for inspiration included submarine captain’s quarters and other various rooms, as the initial idea is that this bedroom is located on an industrial cargo ship that’s been refurbished for personal use. So I am aiming for a compact space. That being said, I’ll likely go back and fix the scaling of the bed, as it looks a little too large/long.
Some more screenshots of additional angles:
Incoming update dump (it’s a little image heavy)!
Okay, so, it’s been some time since the last post, but throughout these few months, I’ve been chipping away at this project. A lot has evolved!
First thing that’s noticeable is that the room looks very different, particularly in design. While working through my asset list, I realized the models themselves were...lacking. Nothing wrong with simplicity, but they felt a little too basic, and it really wasn’t pushing me in the ways where I felt like I was learning new modeling techniques with Blender. I think I was just playing it too safe? The textures were looking alright, but the models themselves didn’t have personality on their own. While I’m not going super crazy with the stylization, I still want each part of the room to feel like it has its own shape and rhythm, if that makes sense. So I went back to the drawing board (literally) and whipped up a new concept to use as part of my reference.
I’m much happier with the new design, and honestly it’s a lesson learned that concept design is a whole beast of its own skillset, and I shouldn’t take it lightly, haha. When I went back to further iterate on the room, I spent some time looking at various old tech and retro interior and furniture design, trying to understand what were some of the common shape languages found during these time periods (furniture ranging from 50s - 70s, and the technology design mostly based on 70s through 90s, with a few modern bits mixed in). I didn’t want to create a strict time capsule of any particular era, but more looking at a distant (unrealistic) future that carried over alot of the elements found in these decades. Basically a “best of” in terms of retro design, in my opinion.
These are some brainstorming drawings I made during this process:
I thought about what other parts of the ship would look like using this aesthetic, and what materials and shapes would be found depending on its location and function. Part of the galley to the left, and part of the study (now part of the bedroom) to the right.
Also, some cases:
Time for some actual in-engine stuff! There’s still plenty of work left to do, but already I feel more confident about this new direction.
Everything in this scene has been modeled and UV’d in Blender, and the various different shapes allowed me to try different things regarding modifiers, curves, sculpting, and even some simulation (for the bedding and pillows). I’m definitely a lot more comfortable with the program now. And Substance Designer! All textures here (that don’t include text or highly graphical elements) have been created using the node-based system. There are for sure several situations where Painter would’ve provided a quicker solution for some assets, but for the case of just becoming more familiar with Designer, I think the results aren’t that bad. P:
Below, here are some closeups of props and materials that are furthest along in terms of progression.
Even more below, are some iray renders of smaller props. Because of how little screen space they take, I decided to keep them relatively low poly.
I took one of the artifact props and uploaded it to Sketchfab, if you want to tumble it around!
Annnnnnnd I think that’s it so far.
If you made it to the end, thanks so much for checking this project out! If you have any feedback, please feel free to share, as I would appreciate any critiques from eyes other than my own, haha.
I try to work on this project as much as I can, and I will be posting a little more frequently so that I don’t have to create large posts such as these. I don’t have a set schedule or anything, but at least once or maybe twice a month would be a goal!
I spent the last couple of weeks playing around with Substance Painter, to get myself re-acquainted with the software. I modeled a small set of props based on some of my concepts, and used both Painter and Designer to texture them. I’ll spend some more time with it tomorrow adding a couple more decorative bits.
Screenshots are from UE4.
Thanks, @Scozzi !
Here’s a bit of an update regarding my next set of props: I’m currently working on a weapon display cabinet, with a style similar to the previous set of props since I’m imagining this to exist in the same world. It’s a little curvier in design than the previous large prop, to make it feel a little fancy.
I realized half-way through making the first weapon that this might take a little longer since I’m literally creating three different weapons to place in the cabinet, but regardless I’m enjoying the process of coming up with fun shapes and trying to find that balance between simplicity and detail.
Below are images of the high-rez models:
I like this very much. It is very original.
Thank you, @faerieMoonlight !
It’s been a bit since the last update, so here are a couple of screenshots of what I’ve been up to.
The images are from Marmoset; I’ve been playing around with the scene editor and lighting there. Originally, I wanted to show off this work in UE4, but I actually like how it’s looking in Marmoset, so I’ll stick to that for this little ensemble of pieces.
I'm still working away at this gun cabinet thing; I’ve completed the game-res version of the model complete with UVs and an early pass of the texture. All three guns have been designed, baked, and UVd, and so I briefly went into Substance Painter and slapped on some quick smart materials to see how things are looking. Everything needs another pass or two to add some wear & tear, and some smaller details.
At some point during the process, I was inspired for some reason to create additional assets such as a table, chairs, and a pendant light. No idea why, I guess I really wanted to keep on making more furniture, haha. I didn’t want to spend more time creating high-res models for these simple things, so I opted to completely use mid-res models and weighted normals. I’m aiming to lean primarily on my materials to add additional depth and details for them. The chair ended up being slightly over 11k tris, and the table at 12.7k tris, which I don’t think is too bad for these curvy things.
Then I started making a wall piece and now I just want to make a whole modular set of the things. Which I may end up doing. I suppose I’ll end up with a small diorama. Or another room. :P We’ll see.
I do like the idea of having a kit I can build stuff with, and it would be interesting to see if I can pull off making different rooms and connect them with a corridor or hub. I am planning on going back to my original room to continue working on it–mostly bringing the textures to a finished state. I’m making all of these assets as if they all live in the same starship interior, so hopefully everything can be combined together cohesively.
*checks broken watch* Update time! Been a bit busy lately with the day job, but I managed to focus on polishing up some texture work in Painter for the three prop guns I made. Screenshots from Marmoset:
This final weapon is a favorite of mine: since this was the last of the three I’ve worked on, it was a result of some lessons learned in texturing and design from the previous guns. (By this point I also just learned about Painter’s Anchor system…oh how I wish I knew about that earlier.)
fun fun work, really cool.
Thanks, @killnpc! I've been having a blast working on this stuff, whenever I can :)
Some more progress on the gun cabinet textures. Also included some additional WIP props, and played around with some pattern ideas on the cabinet itself.