Now that I've more or less come further than I did before it's hard to write this thread like "feedback to my former self", so I guess this will just turn into a WiP thread where I make some jabs at my former self, "this is what you should have done". Did some further tweaking of the lighting to get a softer result. I know…
Here we go, added about ~50 new block-out meshes to the scene and copied some of them around to populate the scene (body on the table, side smaller side tables, a bunch of glass jars and vials, some books and a bunch of tools). All of them are quick and dirty meshes just to get a feel for scale and how many smaller objects…
Some further tweaks to the post process and lighting - since I'm still running the same hard-ware that I had 8 years ago it seems like I can't utilize all new UE5 features (increasing the light source angle will cause major dithering artifacts), but I managed to get a slightly cleaner result. Trying to avoid any color bias…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
Where to begin? It's nice that you're doing fan-art, it helps to keep motivation during portfolio hell. Though be mindful that a scene like this isn't necessarily going to scream "Bloodborne" to anyone looking at it. Don't lean on it for recognition. And unless you're trying to get a job at Fromsoft (and trust me, you…
I think I have the basic functionality down to make the bottle shapes that I want, the graph is a mess right now and there's probably better ways of doing this (there's absolutely a better way to organize the graph). But this is what I ended up with; The big idea is to be able to create a large number of assets with just a…
@Dvids thanks for the interest! I'll probably put it up somewhere and link it here when I feel like it's done - haven't had much time the passed 3 weeks but I've implemented a way to blend between multiple different shapes: 1: this curve is the silhouette of the bottle (I'll probably end up making it so you only have to do…
got some time for ref searching; you'll need a few variants of each object and surface the main reference contains - the main ref can't really be trusted to give you enough details and answers (what does the wear&tear on the wood floor look like? How many meaningfully different vials, jars and flasks with different labels…
Okay 8 years ago me; Here's how I should have blocked out most of the primary objects in the scene. I threw them in to Unreal to see how it's working before moving on, to see if I needed to adjust anything: I saw that the shelves and the cabinet were both too short and looked way too small, so I just scaled them up in the…
Some tweaks to the furniture, tested some different compositions to reduce noise. Might bring this shape language over to the other side of the room as well. next step is to actually start producing some proper assets. Nothing should be finalized because it's more important to get some more refined shapes and placeholder…