Since this project began I had gathered several reference images of what I was trying to achieve and placed it all in a pinterest board:
I also gathered references for lighting and mood and utilized a method by the artist Clinton Crumpler and blurred these images to decide on a color palette.
I also established goals that I wanted to accomplish for this project:
- Develop a better understanding of lighting (light map UVs, types of lighting and when to use them best, creation of mood), color, and composition.
- Learn more about Look Up Tables (LUTs) and post processing in general.
- Utilize vertex painting to get variations in textures (add dirt, wear, etc.).
- Create a mood and tell a story.
- Push the environment to create as much realism as possible via details in set dressing, etc.
- Have an environment that can be a solid portfolio piece with assets and breakdowns that can stand on their own.
I also wanted to move this project out of VR and therefore wanted to redo the layout of the room to make it more interesting. I've also decided to not make it look like it was broken into/robbed. It'll be cluttered and messy, but not destroyed. I also wanted to continue the environment and flesh out the hallway that's outside the main door.
While the end game is a finished environment, my goals for this personal project is the creation of several hero pieces, strong materials and textures, and lighting.
Over the next two weeks I want to have several hero assets modeled (low res and high res) and set dressing stuff blocked out in at least proxy.
The hero assets I want complete are:
- Book Shelf
- Liquor Cabinet/Armoire
- Desk Chair
- Office Chairs
- Desk Fan
The final two weeks will be texturing, modeling of smaller assets, lighting etc.
My expectations with this project is that at the end of the four weeks I'll have an acceptable environment, with hero assets that are portfolio worthy, but I would like to continue pushing this environment even further.