Business Lobby Environment

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Hey, I've been making an environment in UDK like almost everyone on here, and I'd like some opinions if you don't mind. It's getting there, but it's still a bit empty.

I wanted to do something inspired by contemporary architecture, so I'm creating a lobby environment for some anonymous business firm.

highresscreenshot00005.jpg

highresscreenshot00002.jpg

highresscreenshot00007.jpg



This is the conference room window that overlooks the place on the other side of the lobby.

highresscreenshot00010l.jpg

Right now it's just a placeholder mesh, but I'm going for an angular, geometric style like so:

1319147985cicrphoto03hi.jpg



Lighting has been a pain, so I left everything a stark white for now (which I may keep). I'm going to post any new props here, since some of them are still first-pass stuff.

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  • leleuxart
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    I actually like the white lighting. If you keep the white light, I'd try to incorporate some more color into the scene with props or decals. I like the first shot because of the blue windows, so maybe some colored decals displaying the floor numbers or something like that.

    I'd also like to see some prop/texture sheets too. Are these a bunch of separate modular pieces?
  • euclidius
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    This is awesome - I always liked this type of architecture-
  • danpaz3d
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    Agree, this is looking great. I'm currently working on something similar to this but more on the sci-fi side.

    Structurally you could add in support beams, frames, stuff like that.
    Also I'm sure you've noticed that in the first and second shot the greenery fits in well, so put in more pot plants, vines, trees etc to give it the whole 'green energy' feel.

    Keep it up!
  • jdvi
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    euclidius - If you aren't familiar with it, I really recommend you check out archdaily.com. It's an amazing site if you enjoy architecture in that style.

    danpaz3d - You're right, I was thinking how I could incorporate more greenery somehow.

    leleuxart - Yeah I think I'll keep the light mostly white, and try to add color elsewhere like you said. Most of the walls are just generic panels with different textures at the moment. Here's a closer shot:

    fireext1a.jpg

    Most of the props are old models from an unfinished scene (except the spotlights) so I'm going to redo as many as I can, starting with the fire extinguisher. Here's a quick render for now.

    fireext1b.jpg
  • jdvi
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    fireext2.jpg

    956 tris, 512 textures

    firebox.jpg

    902 tris, 512 textures


    I could probably take a few more polys off by deleting more backfaces, but I'll leave it for now. Maybe I should have used a 12-sided cylinder for the bottle... might change that if it continues to irk me.


    I'm making a security camera next, hi-poly soon.
  • euclidius
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    hey thanks jd- really nice architecture site, I got a new site to go to now thanks- on a side note- can't wait when you finish your building- ;]
  • jdvi
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    securitycam1.jpg

    Hi-poly for the security cam. After I bake and texture this I'm gonna work on some smaller stuff that isn't as time consuming and move things along.
  • jdvi
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    securitycam2.jpg

    804 tris, 512 textures

    I left a few polygons in there so I could rotate it around a bit. Next I'm gonna see if I can make some interesting decals/patterns to add more color.
  • Quickel
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    In the top lobby shots, even if you want to go with more white light, the skylights present outdoor lighting, which depending on the day would give you some more color in the lighting. This example http://static2.evermotion.org/files/EVRprfolio/c750af954ed2baf8ac733c640bad75264ffe0673.jpg shows a more blue falloff to the lighting which, IMO, I think is a little more interesting. Maybe some more bloom and better shadows in those areas would look nice too.
  • jdvi
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    Quickel - I definitely hear what you're saying. I ended up using plain white lights out of frustration that I couldn't capture a look along those lines. My only concern is to avoid the typical 'unreal look' with this scene, which is bloom heavy IMO.

    I'll try to re-light the scene a few more times before I finish with it - I just hate waiting ~10 minutes every time I tweak a value.



    I've been unhappy with the graphic decals I made in the last couple days, so I ended up switching back over to modeling to stay productive. I made the angular wall element with an office. I'm going to populate the offices as well, but I'm going to leave that for last since it won't be noticed as much.


    overlook1.jpg

    overlook2.jpg
  • Kon Artist
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    Reminds me of Mirrors Edge (which is a good thing)... but cooler.
  • jdvi
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    Kon Artist - Thanks, I really loved Mirror's Edge. I really hope more games take inspiration from architecture... which is partially why I wanted to make this.


    Update: Added some elevators! I created a logo/identity for my fake company, which is partially visible here. The ivy here is still WIP.

    Still need to finish texturing the buttons. The double-doors and the automatic door are older assets that I may re-do, but they are decent placeholders.


    elevator3.jpg
    elevator4.jpg


    The elevator entrance is on the underside of the angular edifice thing. I put some spotlights on it to make it a bit more 'dramatic', hopefully. It would be more interesting with night-time lighting, though.

    elevator5.jpg
  • leleuxart
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    I love the lighting and overall style. Definitely getting the Mirrors Edge feel, without the overexposed whites everywhere :)
  • AlexCatMasterSupreme
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    It does feel flat though, and in reality there is very little true white light sources, but that's fine, I still feel that the spec and all that is not showing, it feels like it's all diffuse atm.
  • Shiskebab
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    Could use some more color, like red and some nice radiosity lightbounces. Also missing cast shadows and Ambient occlusion.
  • jdvi
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    Shiskebab - Yeah, I forgot I turned off ambient occlusion. It's difficult to control and can produce random blotches here and there, but I'm gonna turn it back on and see if I can do something with it.


    AlexCatMasterSupreme - I know what you mean about the flat feeling. I have a white-on-white look so far so it's tough to get the specular to pop without turning matte surfaces like concrete into some kind of plastic. I think I will have to use lights more sparingly and make them stronger in order to get some contrast going.


    Here's some new stuff:


    rooms1.jpg

    Decals for the little conference rooms.

    ivy4.jpg
    elevator6.jpg

    I sculpted a leaf and spent a lot of time tweaking the material and looking at the UDK content, only to end up using a pretty basic setup. It's setup for vertex color painting, but I haven't touched it since I wasted a lot of time baking and re-baking to lights. It's tough to light foliage properly.


    cam901.jpg


    Here's a small-ish open office area I added. The chairs + desks will be re-done (don't think the chair would be structurally sound anyway).

    I'm gonna be making mostly furniture and decorative stuff from here on out. Maybe I'll even finish!
  • Bek
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    No crits, just want to say this is awesome. Defintely getting a Deus Ex / Mirrors edge vibe (The wooden triangular piece screams DX3 whereas the office with the PC's screams DX1 (versalife). All you need now is watercoolers :P
  • jdvi
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    Sorry, I'm starting to slip with the updates. I was wrapped up re-making my website last week.

    Bek - Cool, I loved the original DX. I have DX:HR, but I only played a little bit of it so far. A lot of the environments are great, but it's just so... orange. Heh.


    I finished the hi-poly for the office chairs. Later today I'll try to finish a conference table if I have time.

    chairhi.jpg
  • tristamus
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    VERY solid work man, keep it up.
  • jdvi
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    tristamus - Thanks, I appreciate it :)


    The finished office chair is ~3200 triangles - maybe a little high. You can see areas where I could have optimized some more, but I left the extra geo in.

    I'm finding that vertex lit models often times end up looking better for "clean" textures than lightmaps since it's not so blotchy, so it can be worth having the extra polygons. Kind of frustrating that I wasted a lot of time making lightmap UVs for everything, though.


    officechair.jpg


    I'm trying to populate the small office area now. The desks don't have a proper texture yet.


    office1c.jpg

    office2y.jpg

    office3q.jpg
  • nedwork
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    Love what you have going on. But I feel like you can do more to the textures. Everything is super clean and that's weird to me. The floor materials can be more reflective like this
    http://www.mech.hku.hk/bse/mech3023/gallery/taikooplace02.jpg
    The open area office is pretty empty. I think you can add something like file cabinets or picture frames.
  • jdvi
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    Man the longer I take between updates, the more I feel like I need to show, which leads me to not updating again.

    nedwork - I took your advice and added a stronger cubemap. I haven't touched it up yet though, so it's jaggy. I also added some more office stuff. I agree the textures could use a little more work, since they are mostly just AO. I'm going to devote my last bit of polishing to the textures for sure.


    desksn.jpg


    Here's what the office looks like now. There's some obvious lightmap seams on the ceiling/floor because I'm just using modular pieces at the moment.

    I'm going to make some trash bins, some kinda painting/wall art, then finish the markerboard. Outside on the lower level, I think I'll make a bench and then I'll be done with all the models.


    office5.jpg
    office6n.jpg
    office4.jpg



    I made the lighting in the lobby area darker overall. I tried to create some more contrast by using a blue skylight and using a warmer color for the spotlights.

    It's not the sterile white I initially imagined, but maybe it's more interesting in a way.

    overlook5.jpg
    overlook4.jpg
    overlook3.jpg
  • jdvi
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    markerboard1.jpg

    markerboard.jpg

    ~1700 tris

    Textures still not terribly exciting, but it's also just a markerboard. I promise to make a second pass at some of the textures!

    Gonna make a "living" art frame like this and a trash bin next.

    plantref.jpg
  • JasonLavoie
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    Very very nice :) Fun to see these piece progress!
  • Tom Pritchard
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    This is really inspiring! I'll be closely following this!
  • jdvi
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    BUMPED

    JasonLavoie, Tom Pritchard - Thanks much, guys.


    I just finished some work on the fishbowl conference rooms. Pictures:


    conference1.jpg
    conference2.jpg

    Here's the interior.


    conference3z.jpg

    Second floor conference room that's basically the same layout.


    conferenceprops.jpg

    Here's some of the new props I made. Those angular squares are supposed to be sound absorption panels.

    Instead of making every new prop from scratch I've been trying to reuse some of the models, i.e. the chair, the conference desks, the circular lights, and so on.


    mossframe.jpg

    The moss frame was kind of a pain because I wasn't sure what method to use to get the right look that kind of plant. I ended up resculpting it a couple times and I tried using a bunch of grass-like alpha planes, but it didn't look too good.

    What I ended up doing was duplicating a plane a couple times and using an alpha on a separate UV channel, which gives it a fuzzy look. I remember seeing this technique in Shadow of the Colossus for the fur effects on the bosses.

    The end result is subtle and probably wouldn't be noticed, but I was glad I found something that worked, anyway.


    plantframe.jpg

    I also tried making a frame with plants, styled after the picture of the green wall I posted. I ended up deciding that I didn't like the idea, though. I wasted a good day or two on that, but I got some reusable foliage out of it.

    entrance1o.jpg

    This is the last area I'm gonna try to populate with stuff. I might try to break up the floor with some kind of design. I was also thinking of adding a reception desk, and a modular couch, like so:

    couchref.jpg


    I'll be back sooner next time!
  • Norron
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    Man it feels like you pulled this thing straight from my brain. I'm absolutely loving watching this develop.
  • roosterMAP
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    lookin good. reminds me of a white deus ex, in a good way.
  • Amberd
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    That looks awesome. The lighting is perfect for a fast-paced business environment. :)
  • jdvi
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    Norron - Awesome, we're on the same wavelength then.
    roosterMAP - I'll take any DX comparisons as a compliment, thanks!
    Amberd - Cool, thank you!

    wayfind1.jpg

    Added some wayfinding decals to try and break up the tiles a bit.


    wayfind2.jpg

    I was messing around with lens flares and some post-processing now that I'm closer to finishing. I tried to keep the PP simple and let the lighting do the work instead.


    overlook6.jpg

    Also redid the stairs and decided to remove the bridge on the top floor. I had been debating that, but I decided I wanted more views of the angular offices since its more or less the centerpiece of the scene.


    entrance2.jpg
    entrance2a.jpg

    Conference desk at the lower level entrance.


    entrance3.jpg

    I haven't finished the couches yet but I'm nearly done now. I still wanted to make a bunch of mini office supplie type props, but I need to stop adding to the workload. The sub-1 FPS framerates are killing me, so I need to put this away!
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