I’ve started working on my diorama project which is a side aisle of a gothic church interior design in Unreal Engine.
The first image is my mood board and references for the project, also you can see the asset inventory there. On the rest of the images you can my blockout in Unreal Engine that I created for the scene. The vision is to create a dark but beautiful environment and mood.
I will work on the assets in the next weeks one by one and replace the blockout parts in Unreal.
I am curious about your opinions and if you would like to see the progress stay tuned!
Here are my updates on my diorama project on week 2.
I modeled a Holy Water Holder, sculpted it in ZBrush then texture it in Substance Painter. This is my first prop.
Also, I made the walls and floor, and created their materials for vertex painting. The result is visible on the images below. I am not sure if I am going to leave the floor like this but for first try it is okay I think.
Please ignore the checkered surfaces on the screenshots, those were just for learning and experimenting.
Week 3 updates on my diorama project:
I made some drastic and major changes regarding the color choices of my walls and floor.
I also started to model the fountain in Maya, then moved to ZBrush to sculpt some of its elements. I am still at the sculpting stage so I attach an image where I am at at the moment with that asset.
For next week I am going to finish up with sculpting the fountain (and the candles on it) and start texturing it. Also, I will start figuring out the pillars and the ceiling structure. Since it is a gothic styled side aisle of a church, I need specific arrangements with pillars and arches. I believe that may be the hardest of all elements in this scene, so I am curious how I am going to tackle it.
Here is my progress on my diorama - gothic church side aisle:
I have created the columns, the ceiling, textured them, and finished the fountain fully. However, the ceiling and the arches are not done yet due to various issues which I haven’t solved yet.
You can see below the showcase of the fountain, my main asset.
I still have a lot of work ahead of me, such as modeling the doors, windows, benches, texture them and place them in Unreal Engine of course.
I have given a first shot to the lighting in Unreal, I used PPV (post process volume) to create an atmosphere for my liking and what I imagined for the scene. Most probably I will need to turn down even more the natural sky light due to the fact that I would like to create a darker, moodier scenery. Also, there will be some natural light coming through the windows which now looks like lava on the wall. There is a problem with the ceiling, that it lets light through which it is not supposed to do. So I need to fix that as well.
If you have any suggestions, please tell me so I can improve my work!
This is coming along wonderfully! Out of curiosity, are you planning to have an interior lit by the dim light of candles, or perhaps a sunrise/sunset scene with lighting simulation through the windows?
Hi!
Thank you so much!
I will have the dim light of the candles, yes. Also, instead of simulation, I will create decals that have emissive texture and place them on the floor and add some beams of light between the windows and the decals so it looks like the sun would shine through the glass.
However, it is way too dark now, so I have to figure out some kind of solution for that.
I attach an image for you to see what I mean
This week I finished quite many assets which were already in progress, and started new ones as well. I was working mainly on the window element and the glass. But I started the bench, and the door too, although they are not ready yet.
For next week I am left with finishing up the above mentioned props, the decals, create the final lighting, do the rose window and create a wooden part for the wall so the fountain can become more visible. I know, I have a lot to do. Hopefully, I will manage to do all!
Down below you can see the showcase images of this week’s finished assets. In the next post I will share the bookmarks from my Unreal Engine scene.