So for my interior environment I've decided to do a Pirate's Tavern leaning towards a realistic style . And below are my main references for environemnts , props and my hero asset. My hero asset is a Pirate's Cutlass which at the moment im still struggling on where I should put the asset at to make it more interesting .



So here is my first initial very rough blockout done in Maya , added a human model to get the right scale for my props.

basic blockout of hero asset

So on week 11 unfortunately my lecturer have some issues with his car and could not make it to class so we had a free 3 hour time and I didnt want to waste any time and so I focus on blocking more stuffs into my scene , they are mainly duplicates of stuffs but i just want to make a overall look now

So today which is 13/10 finished class and went home to add some more details to move on from blocking stage to lowpoly/midpoly for some props in the scene

Replies
So for this week's progress I've further developed more on my interior , and ive Textured my Hero Asset to set a texture benchmark for my other sets in the scene. I've also seperated the sets I need to the side so its easier to export and bring it to unreal and build my scene there . Oh ya I've also imported Manny ( or wtv the robot model from Unreal is ) to get the accurate scale of my world
With some great tutorials shared by Niel , i went on to sculpt some of my sets and textured them. I textured one of the tables and created a smart material from it and apply on other props as from what i know and what I've seen online during the nordic times the wood used on the buildings and other stuffs are usually the same so I just reused my textures while tweaking a little to suit the model .
There are still other props where I need to start texturing but i had to focus on other briefs at the mean time, I will continue on my textures and bring it to Unreal as soon as possible
Night Scenes
- The blue light is far more gray and greener/less red in the refs
- The yellow light can also be less saturated and red
I'd adjust them and experiment with adding a couple of faint, desaturated green lights in strategic out of way areas to add complexity to the scene. It's an extra layer of detail that won't make it busier and harder to read like increasing the details of textures would do, if it makes any sense, and it's an effect I don't think you can achieve in UE just by mixing two lights. That green is the result of the addition of the cyan-ish and yellow light sources. This is the kind of trick used in painting all the time to make scenes richer and grounded.
Two other adjustments you could do:
- Increase the fog a bit so to help with reading the silhouette of objects in the dark. Otherwise it all goes to black in corners and under furniture in the night scene.
- Try to increase the specular of the ground material (without decreasing roughness because we don't want it wet-looking). It could be too much, but it's worth a shot to see if the extra brightness of the spec helps in making the scene more readable, while also making the ground it work better with the wood surfaces, which bounce far more light than it in those renders.
That's it. I'm loving the scene!
the royal armouries has some 3d models that could help https://sketchfab.com/tags/royal-armouries
some good references (the swords, not Matt, though he's pretty charming too) https://www.youtube.com/@scholagladiatoria/videos
https://www.albion-swords.com/articles/oakeshott-typology.htm
some refs I took https://drive.google.com/file/d/1__zLVV-USCzPH32HP3dzviU3N1g8Lkz7/view?usp=sharing
Daytime shots are nice, they're all kind of fuzzy/pixelated though. Might need to increase your lightmap resolution, more rays, idk
There's still a lot of noise, is this a stylistic choice?
I would love to see more care taken with the roughness texturing. The reflections are very even and bland right now. The wood is flat, especially the bowl and table top, but so are the metals, and the food. There could be grog spills, food grease, etc. to make the lighting reflections pop.