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Old 07-08-2008, 06:00 PM   #1 (permalink)
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Sci-fi Environment Scene

For which Engine - Unreal 3 (eventually)
Description of background information on piece - Going for a sci-fi hallway scene with the intention of learning next gen techniques such as high-low poly modelling processes and texturing as I progress onto the Unreal 3 engine.
Where are you looking to receive criticism - Anything
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Hey guys my first post here. I'm spending the summer trying to get as comfortable as I can with the hi to low poly way of environment modelling as well as modularity.

I'm doing a sci-fi corridor scene, cliche I know but theres tons of ref and as its a confined environment it's easier than an outdoor scene I think. I'm using this project as a big learning curve not only for this workflow but also getting it into the Unreal 3 engine.

Crappy lighting paintover but gives you a rough idea of the scene.


Bulkhead lowpoly untextured and textured. This was my first stab at trying the high to low poly normal baking and it turned out better than I expected.



Floor and bulkhead together, the floor is just a single plane although the bolts didn't come out very well on the normal map.


Here is the wall in progress, really trying to push myself with the detail. I'm unsure as to how the large pipe will be transferred to the low poly wall, it might need to be a separate object but any suggestions would be appreciated.


And here's a quick paintover so I have some direction for the next day's modelling


Whew, long post, I hope I've kept to all the rules and just like to say hey to a great community!
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Old 07-08-2008, 06:42 PM   #2 (permalink)
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Be careful you don't model the details too small and fine; the bulkier details are, the better they'll get picked up when you bake them. Even putting a small bevel on the edges of panels that have perfectly right angled edges will add a lot to their definition in the final normal map.

Also, your current textures are all uniformly made from the same plain grey metal. You can make it look a lot more interesting by varying up the values through diferent materials (some metals will be lighter or darker, some more shiny, some will gather more dirt from being rough-surfaces, some brushed, polished, shine different colours, etc...). Or you can add paint and other decoration to them.
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Old 07-08-2008, 07:13 PM   #3 (permalink)
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Yea I was going to bring that up myself, your current textures all together look very monotone. I'd had in some steel mesh on the floor to give the impression of open areas for ventilation, etc etc.

You have a decent start, and I'd like to see more as you progress.
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Old 07-09-2008, 06:55 AM   #4 (permalink)
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I would agree that it all might look abit flat with just a base metal texture. I guess either add in some colour/design to the texture or get some really diverse coloured lighting in there.

Try looking at the tiling textures used in doom 3 or even unreal since your using the engine
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Old 07-09-2008, 07:01 PM   #5 (permalink)
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Thanks for teh advice on the textures guys, when I get to texturing the wall I will be sure to also give them a second pass.
I had planned on using some coloured lights to break up the similar values but I'm liking the idea of putting some sort of colour into it, and the ventilation idea sounds good for the floor, thanks for that!

Heres the progress on the wall, I didn't go into too much detail after what you said about it not being picked up so I will leave that to be overlayed in photoshop. Just got to take this into mudbox next to add things like large dents and worn edges before going tackling the low poly!



By the way does anyone have any advice on the use of coloured specular maps?
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Old 07-13-2008, 05:57 PM   #6 (permalink)
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Heres the finished hi-poly wall, now time for the low poly fun lol.

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Old 07-13-2008, 07:53 PM   #7 (permalink)
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are you going to use Retopology??(if thats how its spelled)

good work =)
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Old 07-13-2008, 10:14 PM   #8 (permalink)
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Starting to get some very interesting detail going. The only problem I see is the fan. It's very low tech, those are fans that were being used in the 1900's, and here you have this very futuristic scene.

Other than that it's looking pretty cool. I like the detail where the floor meets the wall and there are little joists there, very cool.

--Wade
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Old 07-14-2008, 06:16 AM   #9 (permalink)
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Nice design but I agree with Magnel about the fan. Maybe a this kind of fan (only a suggestion). But then without the cone in the middle.
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