The base of the columns has space for relief sculptures. Originally I intended on doing 4 sculpts, but for the meantime I decided two was enough. Rarely will you see more than one on screen at a time, so I don’t see the need to create too many, especially when they are quite time consuming to model. This may change in the final scene, but two will do for now!
After a lot of deliberation and baking around 100 times, I decided to bake the capital of the column to alpha. While this looks a little flat, it allows me to have a much more interesting shape capital without thousands of polys. I am not 100% happy with the result, but when you view it in context I think it will look just fine.
I quickly applied a marble material in Substance Painter, but I intend on doing a full pass of all the marble materials at the end, to ensure consistency. As this scene is predominantly made of marble I think it is important for there to be a consistancy between them.
When modelling the column, I adjusted theproportions of some parts of the mesh so that it can be baked down as low as possible. For example, the curved floral design on the capital of the colum have been flattened so they can bake down cheaply.
I have yet to sculpt the mesh, but plan to use the same approach as the trim sheets below. I want to sculpt large and mid level damage, and apply most of the surface damage in Substance Painter.
I then started modelling and sculpting the trim details that will fill the upper level of the chapel. Some of the meshes are unique modular meshes that will populate the scene, while others are tilable trims that tile around the room in various places.
I then brought these trims into Unreal to test how they would work on a modular piece of wall. This is not the finished asset, but a good proof of concept. At the moment some of the areas are too low poly, and harsh shadows and distortion can be seen. These assets are quite high up, so I may leave them as is for optimisation purposes, or I may give them a few more polys to solve the issue.
I baked the first decorative panel in Substance Painter, and made a very quick marble material. This is a first pass, as a sort of proof-of-concept to assess whether projected decals was a suitable approach for these panels.
I then created a really quick projected decal in engine to assess the result.
I also tested crating a decal using Parallax Oclusion, and although it looks cool I think its a bit needless for an asset that is so high up. I may use this for the relief sculpts that are at camera level.
I wanted to explore the various ways to create decorative trim sheets from scratch. I eventually settled on a mixture of modelling in Maya with smooth mesh preview, and a sculpt pass to accentuate and damage areas.