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Interior with Hero Asset WIP Log : Pirate's Tavern

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

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 basic blockout of hero asset
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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 

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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 

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Replies

  • Eric Chadwick
    How about having a character brandishing the cutlass? Maybe they're cutting a cork off a bottle, and beer is spraying out!
  • RafeYapJingMing
    Here is my Latest progress on my Interior , i further developed on the sets and added a very rough lighting to it imagethumbjpeg6ca7892f1d006e1493fdb5a4210270dbjpeg
  • RafeYapJingMing

    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 

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  • RafeYapJingMing
    Hi it's been some time but here is what I have done from my last progress and reading week . 
    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 . 
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    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
  • RafeYapJingMing
    Hello its been some time since i updated my stuffs here so sorry about that but here is my current progress , I brought my stuffs over from maya to unreal and made 2 lighting scenes , and i would really appreciate your feedbacks especiall on the night lighting scene because i am kinda struggling to catch the feeling




    Night Scenes




  • Eric Chadwick
    The night scenes are looking great so far, but the lighting is a bit monochromatic. Check against your references, notice how the most visually interesting concepts have two main light colors, orange and blue. So, add moonlight coming in from outside the windows.
  • RafeYapJingMing
    Didnt spend much time on this for this week cause a few of my brief deadlines are upcoming , but i remodeled and retextured my crate to fit the environment more , modelled and textured utensils and food and added them into the scene 

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  • RafeYapJingMing
    Night scene , tried to add more moonlight but not overdo it 


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  • Eric Chadwick
    Loving this so far! But the big blank-color windows are kind of boring as-is. I really like the feel of this ref… wondering how you could capture a bit more of this feel? 
  • Celosia
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    Celosia keyframe
    This accidentally answers the question above and is also my critique for the night scene: The colors are too saturated.

    - 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!

  • zetheros
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    zetheros hero character
    the sword is distracting, at least for me. The hilt design feels like some sort of hybrid rapier/smallsword/falcion design, intended for something like a 4-5ft long rapier. The blade is similarly strange, only being of shortsword length, and the silhouette suggests a sabre, but is grounded to be double edged. Sabres normally are single edged, or have a short false edge at the tip. The pommel seems to be one intended for a light cavalry sabre. The material is a too bright, it looks like aluminum instead of something like carbon steel.

    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



  • RafeYapJingMing
    Thanks for the amazing feedback @Eric Chadwick @Celosia @zetheros ! I decided to redo my lighting and try to follow more to the reference given by @Eric Chadwick, and here is my current progress . Thanks @zetheros too for the great sources , unfortunately i dont have much time left to my assignment submission but its definitely useful and i shouldve followed realisticly more as i was using a shellguard cutlass for reference 

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  • Eric Chadwick
    Nice work on the lighting!

    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.

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