Baroque decals.
Because these designs are very much a staple of classical architecture, I felt my mansion environment would feel incomplete if it did not include them. The owner of my mansion was someone who sought to impress, therefore it makes logical sense that his home would replicate the excessive style of the Baroque architectural period.
I decided to invest some time into creating different elements that I could repeat throughout my environment:
I created these details in 3DS
Max. I kept them low poly so that I could easily simulate curved
surfaces by applying the turbo smooth modifier to them.
As a test, I combined my newly created details together to make a sconce prop which is a type of light fixture that protrudes from a wall.
The elements combined together to create the main body of the sconce asset.
I wanted to create a small asset that I could show all of the details I had created in a concise way. I have added this piece to my Artstation portfolio and will continue to update it as I create more assets.
The elements combined together to create the main body of the sconce asset.
Below you can see how the asset looks in the game engine so far. It's looking a little blown out on the candle sticks at the moment so I will need to edit the material's attributes for better integration within the environment.
The completed sconce in the Unreal Engine environment.
JUST IN LOVE WITH BERN.I (2018), Fabulous Shangri-la Hotel Paris [Image]. Available at: https://justinlovewithberni.com/fabulous-shangri-la-hotel-paris/ [Accessed: 31/05/2018].
SUMMERSON, J. (1980) The Classical Language of Architecture. Revised and enlarged ed. London: Thames and Hudson.
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