I did the layout in Unreal. Initially, we were going to have a slanted roof with beams, but it made the space so big, we were worried it would look empty. This is also before I went back and scaled down the walls, because this space was just way too big, and the walls looked really off.
I went back and fixed the walls. Charlie resized them, took out the pillars and seperated the bricks for more customisable options. I had to redo the beam structures, glass roof and floor to match the smaller layout, but it was worth it.
I textured the items and began filling out the environment. Most of my group didn’t use the Unreal substance painter export, which led to a few annoyances, thankfully we could work around it.
This was the layout before I began lighting. I really liked how I set this out, I think I filled the space really well.
CREDIT: “The Tavern – Wall window” (https://skfb.ly/6vvXC) by François Espagnet is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/)
Acacia didn’t manage to make the smaller windows, and there was a miscommunication between me and Charlie as I thought they were doing the stained glass one and the smaller windows. With three days before submission, I went online to find a tavern window that fit our style close enough. Ciara very graciously textured it.
I wanted some nice, atmospheric lighting, but keeping that nice stylised edge with coloured moonlight. I used atmospheric fog to create some nice light rays in the windows, and push a more ‘dreamy’ look.
In all, I think we could’ve stuck more closely to story telling, by having more ‘used’ props in the scene, but overall, I think it looks really pretty and we stuck to the initial idea pretty well.