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Old 18-03-2010, 01:52 AM   #1 (permalink)
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Sci-Fi Blast Door

Hi Everyone,

I'm working on this Sci-Fi Blast Door as part of an assignment.
I have 4days left until I have to turn it in.
After completing a first pass I thought I'd post it here to get some feedback on how to proceed.
Right now Its 2214 tris of an allotted 3000.

Below you can find some renders from Maya.
The texture budget is 1024. However I'm working at 2048 now and will down-res later, when I take it to UDK.














Its always the phase after the first pass at everything where I kind of get stuck, so any comments are greatly appreciated.

Cheers,
Sebastian
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Old 18-03-2010, 06:05 AM   #2 (permalink)
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looking good so far, my crits at this stage would be:

- the holes on the floor panel seem too large

- The whole piece is quite busy with detail and seems like one 'solid' component, it would be good through colour, to create a visual distinction between the door and door frame to give it separation.

looking forward to the next phase
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Old 18-03-2010, 08:28 AM   #3 (permalink)
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It doesn't really scream sci-fi at the moment. Maybe get some sort of control panel in there to go along with all the manual stuff? That might help break up the colours a bit as well.
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Old 18-03-2010, 10:52 AM   #4 (permalink)
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Thanks guys for your comments.
I agree, the holes do seem too large

I'll work on separating the door more from the frame, make the door wider, remove the handles (they make no sense, indeed), come up with distinctive separate color schemes for door and frame,and rework the normal

I'll post updates as soon as I have them
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Old 18-03-2010, 07:08 PM   #5 (permalink)
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Thank you for all your critiques, I revisited the design and logic of the door and I hope everything reads clearer now.
Below you can find the current design as well as what everything does.
Let me know what you think of it.



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Old 18-03-2010, 07:17 PM   #6 (permalink)
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Yeah this is beter. One tip put a AO in you texture. Adds detail without making it to busy.
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Old 19-03-2010, 01:16 AM   #7 (permalink)
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Hi everyone,

I ran with the new concept and updated the normals and focused on colors.
Below you can find the current progress as well as a readability test in UDK.

I went with pale olive green and brown as my primary colors and each got one highlight and one shadow tone.

Please let me know of anything that comes to mind.





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Old 19-03-2010, 05:17 AM   #8 (permalink)
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Vast improvement IMO, the new colour scheme really helps. You've got some weird detail on your normal though - those channel and indents on the frame seem a bit arbitrary - like they're just there for the sake of being there on the normal map (especially that weird squiggle). Don't think it needs it TBH. If you want something there then consider maybe making something that looks like a small access/fusebox panel or something.

Image below points out the area I mean.




Can't wait to see where you go with the texture this time. The new colour scheme is a far better base to start from.
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Old 19-03-2010, 09:22 AM   #9 (permalink)
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Cool, thanks Schmung!
I'll give that area a closer look
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Old 19-03-2010, 03:23 PM   #10 (permalink)
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The main screw drive down the center, Look a bit small and very exposed i would widen the screw.
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