Church Modular Scene

Hello

I will create a church scene in Unity, based on this concept (interior2 by Banderlog - Artyom Vlaskin all copyright to the original creator)

Will use as much modular pieces as possible
Hopefully I can post at least 1 screen a day but won`t promise anything
Planning to work on it 4-6 weeks and hopefully I will be able to do more then only the concept, example exterior and small gameplay or dialogue/story

Good luck sir! That looks like quite a task but should be fun to see the results.

tried to fix the proportions all day
tried various things like changing the number of pillars, FOV, camera position etc
i hope this is close enough
the cube is 2 meter high, based on the chair and the balcony

i think i will go for 8 pillars in a circle
the only thing i couldnt fix was the sides
in the concept art you see a pillar on the side of the image (both left and right)
but to get the same in 3d you have to move them or increase the FOV with a lot of distortion
another way to fix it is if i assume this isn`t a circle but the end of a hall way and make this walls on the side straight instead of curved which moves the pillars into the view

also if you look at pillar number 2 (count from left to right)
the curved roof in my version has more perspective distortion then in the concept
the only way to do that and have it in a similar position is to rotate it, which also would assume its a hallway instead of a round room

here is a picture explaning the move in
1 is like it is now
2 would be the end of a hallway
by making it straight the pillars move inside making it more like in the concept

i also painted a dude in there from 1,85 meter ^^
the red lines painted over the screenshot illustrate the difference with the conceptart

day 4 5
lost a lot of time on trying to get a good shader
googled on the net, tried to make my own one, but cant get it like i want
atm the basic one in unity looks best with the lightmapping
so might just get rid of the fancy shit like cubemap reflections
want at least normal map gloss spec diffuse lightmap
i could go without lightmap though but it looks much nicer with it included
ofcourse takes a lot of texture space but then you dont need lights

Looking pretty good man. Love seeing a nice modular pack. I’m working on a Spaceship modular pack right now. You doing it all in one file I’m guessing?

day6 didnt do much, messed bit more with shaders
day 7: experimented with the cloth modifier to get a curtain
modelled extra pieces
experimented more with shaders
upgraded unity and noticed my current shader broke >>
should backup before upgradign next time
day8 : modelled the Lowpoly for the curtain, but might have to do it different
atm its 800 tris so that might be a bit to much
i ll leave it alone for now and see how it looks in the engine when all base models and textures are there

almost done with the modelling part so probably UV + textures soon

Looking really good! I applaud you sir!