Corner Decals

With this scene I really want every single asset to feel sculpted, and for every single piece of the scene to get the love and attention it deserves. The obvious approach for achieving this would be to model and sculpt every single asset individually. This looks great, but is obviously quite time consuming, and needlessly expensive in engine. Thus, as a result, I decided to create a series of tiling corner decals, which can be placed on top of meshes to give the illusion of sculpting. This is not only more efficient, but it also gives a very convincing result.

I first saw this technique implemented by Leonardo Iezzi on Artstation: https://www.artstation.com/artwork/l3wwa

I started by sculpting a few corner decals in ZBrush. I wanted these details to be relatively subtle, as the chapelle is not very damaged, but I still wanted to get the hand sculpted feel.
Corner_decals_01

I then baked these high poly meshes onto flat corners with a soft edge in Substance Painter and textured them.

I then brought these details into Unreal to test them. Originally, I created the alpha chanel as a soft gradient, hoping the textures would blend nicely. While the results werent horrific, it was very obvious they were not the same mesh. So I decided to go for a much harder alpha, with masks the transition until the damage occurs.


The result works pretty well so far. I will definitely need to refine it a little, but I think the effect works pretty convincingly, as you can see from the below before and after image

 

Corner Decals

Relief Sculptures

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!

Relief_sculpt_00

Relief_00Relief_01Relief_02Relief_03

Relief Sculptures

Column In Engine

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.

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Column In Engine

Column WIP

Column_wip
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.

Column WIP

Trimsheets 01

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.

01_ceiling_detail_sculpt_0102_ceiling_detail_sculpt_0203_TrimSheet_sculpt

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.05_AssemblyTest0106_AssemblyTest0207_AssemblyTest03

Trimsheets 01

Projected Decorative Panel

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.04_decal_painter

I then created a really quick projected decal in engine to assess the result.
04_decal_projected
04_decal_inengine
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.
parallaxgif

Projected Decorative Panel