A full year later, I bring you a piece of fan art from Undertale 2, the demo of which dropped on October 31st of last year. (Anda did an exceptional job of keeping quiet about it while we were trick-or-treating with John's family--no sense taking away from family time, right?~)
This is meant to be a classroom (no spoiler there, it's at the beginning of the game), but the desks, seats, chalkboard, etc. have not been modeled yet. The room does feature a ceiling, though, a really nice acoustic tiled ceiling with a grid and everything. I've spent a good long while working on the ceiling's parts, enough so that this is actually my third revision so far. The revisions aren't strictly too different, I don't think (the first one uses an unconventional measuring system built on the games' pixel art), but the way I add them into the scene has evolved gradually.
Outside backdrop is from HDRI Haven; floor texture is from Texture Haven. The combined effect of realistic floorboards with realistic exterior lighting...
ooohh, yeah. I know exactly what standing in that sunlight would feel like, and how my footsteps would sound on the wood in this empty room.
The door texture is alright, I guess. I made it myself; it's based off of the doors in our church building, and takes some fine detail from a wooden dresser found in some local friends' basement. The end result is a bit chaotic, but heck, I'm super glad that I managed to get it looking this great! (Note to self: study actual wooden door construction. You may find yourself surprised.)
Fun thing about the newest release of Blender (2.81): there's a new AI-based Denoiser. It's pretty much a game-changer. I rendered this picture at 128 samples, which is not very many when the scene is indoors, and although the signs of AI influence are clear when you look too closely, I almost found the results
too smooth for me. (I actually went and mixed a little bit of the denoiser-less image in to try and add a smidgen of grain back in...the sparkly bits were the brightest, so they showed first, so I didn't crank it too far back to noisy.)
In all, this scene, and the building it's part of (since I've got a decent bit of that), represent a bit of a turning point in my artistic development. Blender 2.8's scene arrangement is super powerful compared to old Blender's, and I've gotten better at making things reusable since I took classes on programming for college; couple this all with several decently good years gaining experience and past resources on which I can draw, and I'm suddenly able to make better, prettier things with much less effort.
That said, this building has been in progress since November of last year. Just because I had really productive days, doesn't mean the project is manageable in scope. I don't even know what's behind all the doors.