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The bathroom

This is the first full scene I have ever created. I wanted to focus my attention on the details of the distressed walls and the feeling of the cool tones against the warmer light shining in through the windows. Because of this, I spent a large part of the time working with light, postprocess and decals. I am the most happy with how the peeling wallpaper came out and how close to the concept's composition I managed to come.

If there was one process I would say I enjoyed the most during this project, it was creating the modular walls. I love the problemsolving aspect of creating a kit that has to work seamlessly and I try to always optimise the efficiency of my workflow. If I were to create this piece again under less time constraint, I would have liked to spend more time figuring out the most optimal way to create the modules for the texturing stage. I debated whether to create a trimsheet or to texture everything with base materials and only break it up with decals. In the end I landed somewhere between the two - creating a solution which saved me time rather than perhaps being the most optimal one. Most of the wood pieces are textured in atlases, while the wallpaper is a basematerial broken up by decals and distorted mesh planes to create a three-dimentional peeling wallpaper effect.

I am determined to continue working on my texturing skills and get a greater understanding on how to work with materials in Unreal - in particular how to create a natural looking semi-transparent fabric which interacts with the light in the correct way. I spent many hours trying to get a curtain material with the correct transparency that could also handle an alpha with its gradient. In the end I settled with an opaque material on which the light baked correctly but unfortunately had to use an opacity mask, which left the edges of my torn fabric a bit too sharp for my liking.

Fabric is something I have never worked with before and I was not prepared for how challenging it would be. It was my first time using Marvelous Designer and with an untested pipeline, I found myself lacking the time to get an understanding of how to turn it into an optimised lowpoly. The fabric meshes that I ended up using have a quite high polycount, but I am happy that I took some time to try and get the hang of Marvelous Designer and I am continuing to put in time to develop my technical skills.

Based on the amazing concept by Andrej Rempel. 
https://andrej_rempel.artstation.com/

Based on the amazing concept by Andrej Rempel.
https://andrej_rempel.artstation.com/

A timelapse of my work in Unreal Engine