Bar development

The next step to creating my speakeasy is the most important part; the bar. While creating the bar itself may be simple, it presents a new problem. I must be able to scale the props correctly. If the props aren’t to scale, then everything will look out of place. To do this, I must import all of my existing objects into the same file first, before creating the bar. This was easy to do, I simply had to use the append feature to import the objects from the other files. I then scaled all of the bottles and glasses I have so far to a similar size, scaled the stool to realistic proportions and made a cuboid as a bar placeholder.

When modelling the bar, I looked at my previous reference images- photos and other 3D models- and decided to make simple wooden panelling. This was easy to create using extrude and scale tools, and works to effectively communicate an art-deco aesthetic without being too complex. Its simple design also allows me to resize it with ease.

Bar 1

Using the bar for scale, I blocked out the rest of the area using cubes. This allowed me to get a sense of the scale of the bar, without modelling anything else first.

Bar 2

Most of the remaining structures are simply textured cuboids, with the exception of the cabinets and wooden back panel. I decided not to make the top cabinets and shelf from my original concept, because these would be too high compared to the rest of the bar area. I also decided not to make glass windows for my cabinets, because this would take too long to make, and I would rather finish the bar first.

Bar 3

I added textures to the bar, stools, cabinets, shelves and ceiling. I also changed the placeholder lighting from blue to orange and increased its strength to 3000. This gives the bar a soft glow, which accurately reflects the lighting I imagined the speakeasy would have.

bar 4

For the walls, I decided to use a brick texture. As of right now, I don’t know how to resize and rotate textures, so I will research solutions to this problem. So far, I have tried a method that involves mapping, but this only scales the texture correctly on one side of an object, and stretches it out on the others. I will come back to this later.bar 5

In spite of this problem, I made a textured door with a basic doorknob, which would lead to the kitchen. I also laid out all of the glasses and bottles.

With these steps out of the way, only two objectives remain; Fix the textures to scale correctly, and refine the lighting.

 

 

 

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