Monday, September 21, 2015

Victorian Dining Room Blockout

For this week I worked on my Montreal Victorian Dining Room. Again we had to make a blockout for this week setting us up for our final month of class. So far I've made some decent progress but just like my previous environment there is a LOT of work involved. I tried to focus a lot more on replicating my original concpet as closely as possible. Of course that is very difficult to do; especially with using a game engine like UE4. This is my main beauty shot. 


The biggest issue to me is getting the right focal length of the camera. I'm having a quite a time getting it exactly right. Comparing my shot with the concept the scale of the objects looks funny due to this reason. I'm also having trouble with my lighting. Technically I shouldn't worry too much about lighting right now but getting it as close as possible now is going to make it easier in the long run.


Here are couple different shots from other angles. I didn't really flesh out the rest of the room; I was focused on that one angle. Later down the road I can finish up the rest.



Yesterday I pretty much finished up all my architectural details but the props you see laying about were missing. So today I made couple. Here's a marmoset render of some of the props I did today. They were textured in Substance Painter for the most part with some touch ups in Photoshop. None of the them are totally finished yet but it's as far as I wanted to take it for blockout purposes.



Monday, September 14, 2015

Subway Blockout

For the past week I've been working on my blockout for my Subway scene that I will start next month. Right now I've only got the meshes in there with all the materials and textures set up. That way when I start this scene next month I can start working on the finer details. I've put quite a lot of time in this but I keep finding issues as I work on it.

My biggest concern is scale and proportions right now. I see a couple of issues already like the arches on the left of the first image need to be a little less deep and a bit taller. Earlier I had the opposite issue and it seems that I went a little too far with it. But that's all part of the process I suppose. Tweak and tweak, and tweak some more. Also I messed up on the materials on the far back white wall. There is supposed to be a brick part on the bottom. Not sure how I missed that.


The second area isn't exactly part of my original concept but I did find some reference for it here:


This section is where the stairs lead to in the first image. I'm getting close but again there are still a few issues. I also must have accidentally scaled in my arch, you can actually see through it from this angle. Again not sure how I missed that. I'll fix it a bit later.


Next week I'll start working on that Montreal Victorian dining room and post that here.

Monday, September 7, 2015

GPR - Concepts for Finals classes

In Game Production class we are tasked with creating 2 different portfolio assets. We can choose pretty much anything we want to do so long as we have actual photo reference but it does need approval from the instructor. After some back and forth I chose two environments to create.

The first one is the long abandoned NYC Hall subway station. There a are bunch of images out there for it but I like this one for my concept:


The following images are the texture and asset breakdowns:



This seems like a decent amount of work but I can already see how I can work modularly with the arches and walls. I will need to rely heavily on a bunch of tiling textures for sure. I also need to be thinking how I'm going to light it with those windows. Might be tricky.

The next asset I will be creating won't be nearly as big but it looks far more detailed and has many more props to create. The following is my concept image.


This is a dining room of a 1920's Victorian style house in Montreal. Pretty much everything in the house is all oak. Unfortunately I can't find any higher resolution images for this room, but I do have other angles I can use. I will have to change out some of the props; namely the chandelier and clock due to not finding those exact models for reference. I have images for the reference I chose for the moment but I may change my mind on the clock once I get to it. I'll try and get close as possible to the style of each though. The next two images are my texture and asset breakdowns.



So seeing all the work I have set out for me I'll have a busy couple of months ahead. Next week we start our blockouts for the first project; I'll post updates then.