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Abandonned XIX century Castle
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Abandonned XIX century Castle

Louis Bellaton
by LouisBellaton on 1 Jun 2023 for Rookie Awards 2023

After a few months' work, I'm proud to present my vision of an abandoned castle in 3D. It was inspired by a real castle in Belgium in the middle of the fields. What you'll see is based on the various photos and videos I've collected on the internet.

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Abandonned XIX century Castle

In this 3D environment, I wanted to recreate an urbex scene where the viewer discovers an old 19th-century castle. The place seems to have been left as it was, and few objects are broken. I'll let you discover for yourself.


1-minute video tour of the entire environment, just like an urbexer walking around inside.

Here are my main references. I tried to obtain a color script by sorting my images by color. For example, for the blue room, my references contain a multitude of different lightings. Some of them are very dark and contrasty, while others are much brighter. I chose this second option for my shots, as I wanted a rather soft lighting for my blue room. The yellow room, on the other hand, has much more dramatic lighting.

To make my scene more lively, I needed to add a variety of objects. So I searched for old armchairs and crockery, mainly on antique websites. Given that my château dates back to the 19th century, my image research had to be consistent so as not to break the viewer's immersion.

Here's a close-up of the dishes. I've taken care to break some of the cups and plates for added realism. I also projected patterns from my references directly into the textures using Substance 3D Painter.

This chair is one of my favorite props on this project. The main difficulty was getting the proportions right and modeling all those curved elements. To recreate the pink pattern, I used Substance Designer and then projected this tileable on Painter. For more details, a High Poly made on Maya was sufficient.

On a more technical note, here's how I tried to save a little memory by using trimsheets. This one contains skirting boards, frames, tiles and part of the ceiling. 

Here's a breakdown of the textures in my trimsheet, all made in Substance Designer using the infinite power of procedural.

Although I don't show it in my renderings, here's the designer tile. I use a clean variation and a dirty variation, which I  blend on Unreal 5.

To create the patterns you see on the floor, I use as many of these nodes as possible to create different ornaments. Each one is a Subgraph, which I then assemble on a main scene in Designer.

Thanks for looking so far, I'm open to feedback to improve my next projects !


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