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#1 (permalink) |
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New Member
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Sci-Fi Hallway (NS2) Project
Well, I've decided to make a WIP thread for my next mini-environment for my portfolio. I will be updating this thread very frequently and am looking for a lot of feedback on my work.
I am planning on taking 12-16 days to complete this so I can then get my portfolio up and running. I am doing a Hallway concept from Natural Selection 2. I plan on making it game-ready and will take the final screenshots from the Unreal 3 Engine. Here is the concept sketch: ![]() I have had this concept picked out for awhile, and while I was finishing up another project, Jason Lavoie from the Polycount forums had chosen to do the exact same thing I wanted to do. I think his turned out really good and gives me something to try and achieve: ![]() ----------------------------------------------------------------------------------------------------------------------------------------- So far, I have modelled and textured the wall component located on the left in the concept sketch. I of course changed the component up a bit, but tried to keep the overall look as identical as I could. Comments/Critiques are encouraged! ![]() Texture Maps (2k for detail): ![]() That's all for now, but I'll be updating as things get finished or if I need help with something! Last edited by tyl3r; 03-09-2009 at 08:08 PM. Reason: tidy it up |
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#3 (permalink) |
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New Member
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I do all of my textures larger than I need to so I can get a good amount of detail in them. The screengrab from Maya has the textures at 1024x1024. I may reduce further once i get everything into the engine, but for now I'll try to keep everything around 1k.
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#5 (permalink) |
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New Member
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It's looking very good. These textures and lighting make a great atmosphere.
You've got nice details on the textures.
__________________
>My portfolio |
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#6 (permalink) |
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Frequenter
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It might be the render, but it doesn't look like metal. Try adding more contract on the spec map to pop the details out a bit more. I'd also say the yellow looks too bright, I like the colour but I'd dirty it up and make the white a bit brighter to again pop the detail out. The danger sticker looks great, but a little out of place because it looks soo battered and worn but the wall component doesn't.
I'd either go with it looking new and fresh, or batter it up a bit more. Nice model though and an interesting scene ![]() Judging from the concept you've also not added the lights on the left side of the model. Kinda looks a bit neglected. |
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| The Following User Says Thank You to Mr.Guybrush For This Useful Post: |
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#7 (permalink) |
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New Member
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Thanks for the crit Mr.Guybrush! I desaturated the yellow a bit and brightened the white to make it pop. I think it wasn't the best lighting so my spec map didn't really get a good chance to shine, but I may need to fix it later.
Before I could go any further I thought I would give it a quick blockout so I knew what I was working with. That turned out A LOT harder than I thought. Trying to get the angles and make things close was pretty darn hard. I also wanted to make the floor in modular pieces to save modelling and texturing time, as well as the walls. Here is the quick primitive blockout done in Maya. Any feedback? ![]() |
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#8 (permalink) |
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Senior Member
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I have a few suggestions:
It may be ok to not follow the concept exactly. Use it as a guide. Your block out looks ok. I think you can add some more polygons, its just a block out so don't be afraid to go crazy and quickly add the geometry you need. Also the left side wall look like it would be capsule shaped from a top down view; it is flat and then after the second walkway support strut it begins to curve. Start with a cylinder and use its center point to base everything else from. I hope that is clear, if not i will make a quick model if you need. |
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#9 (permalink) |
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New Member
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JMChristopher: Thanks for the quick reply! Yah this is the first time i've really blocked out anything, i've always just did pieces seperate and combine them in the Unreal Editor to get what I wanted.
I did notice that the left wall is straight and then curves off, but if I change this, my modular pieces will be thrown off wack. At first I tried to match the concept art perfectly but quickly found out that it was pretty much impossible, then angles and camera just wouldn't work out. The layout is basically a big cylinder. The reason for this is that I have equal distance and shapes for each wall segment, as well as each floor segment. If I straighten the wall, i'd either have to stretch that segment in Unreal or texture another segment to go into Unreal. Also, then I would need a straight floor segment to match the wall, which again causes a bit of problems. I actually don't mind the circular shape to the room. Now I just need to figure out what I want to do with the roof. But next up I plan on modelling/texturing the angled supports as well as the yellow pipe. Will post back when it's complete! |
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