Break Down
Zoom Out
Z-UP texture use for props and tiling objects for a thin layer of dust on objects
One cold day, after years of being sealed and blocked from the outside world, new owners arrived and allowed light to play through the halls once more.
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Heya, everyone, I've been away for a hot minute from posting since starting my last semester of college and continuing the support of my team's game shutterbugs.
Anyway, back to it, this piece was meant to be my magnum opus for the year and a compilation of all the work and skills I've learned at Champlain and on my own time. One of my main focuses for this piece was to make the lighting for this piece was to be complex and have such a high attention to detail compared to every other environment I have on Artstation. I carried out this process by using a main directional light with a fog volume to create the sun rays. After the directional light, I placed a lot of different lights using both rect and spot lights to achieve realistic bounce and color gradients across the room. I re-did the lighting at least 5 times during this piece to force myself to get better and faster at understanding bounce and other light patterns created by the sun and rough and glossy objects. The end result with the lighting was fantastic and such a great move in the right direction for me until my next piece. The other major priority was to make every tiling texture and prop textures highly cohesive and not just feel like one wood grain and one wood color everywhere. In order to achieve this, I kept every model I had finished or tiling texture on screen in my ref page, so that I wouldn't repeat certain patterns of work or grunge patterns. Through this effort, I feel that I've made my most comprehensive texture package; this is a style of workflow I plan to keep going forward with. Scale through this piece was always on my mind since Victorian manors tend to have these large entrance ways with large conjoining rooms, and to get the right scale with that was honestly hell, while trying to stay true to the concept art. Through a lot of reference and looking at some of the Victorian homes in Burlington, Vermont, I was able to finally get certain things like the door and the archway scaled to the right heights and proportions. My workflow through this project was slowed several times by trying to incorporate and change things in my pipeline to increase quality and speed at the same time, and during my final weeks on this project, I saw major changes with using my newer workflow. I feel that I learned a lot from this small dusty room; it taught me to keep myself moving while staring at the same space over and over again. It taught me to never think something is finished cause on little change can be the difference between an interesting space and a bland, dusty room. A massive, massive thanks to Matthew Dismuke ( https://www.artstation.com/mattd ) an Alumni environment artist who helped Mentor and gave valuable feedback to me through this process!
This entire environment was made in Unreal 5.4 with Lumen lighting tools. I used Fab previously Quixel decals for grunge decals on walls and some assets.
The concept art I used for reference was by Andrej Rempel; his amazing work and study of different Victorian rooms helped create the space and world I have made in 3D (https://www.artstation.com/andrej_rempel). Go check him out!