Finally finished, here are some final shots,
I found this piece of concept art that I have started to create in 3D and thought I would share my progress with you lovely lot. Also I think this way I will have more incentive to work on it in my spare time.
Im not sure sure who created the concept but it can be found here -
http://inspiration3d.tumblr.com/page/2
I am going to be creating the whole scene in HP first and then making the LP counterparts for putting into an engine, probably CryEngine.
Here is one of the floor tiles I have created to start with.
I have also created a smaller floor tile to border the larger ones as in the concept piece.
So far I have also created my interpretation of the generator above the doorway. I will be adding some larger pipes coming from the top at a later date.
This is what I have so far and will post more when I make a bit more progress.
Edd
Replies
Check back for more updates if you are interested on how it progresses
Edd
Oh and the zPipe Maker script will come in handy with them cables Can't wait for the updates
http://josh-kao.blogspot.com/search?updated-max=2012-12-07T09:32:00-08:00&max-results=10
(this should link you to the page containing these works.)
good work so far. keep it up.
Thanks KSMO, had a look a his work and you are right he is a great artist. The other concept in this style is also going to be helpful in bringing this piece together so thanks for the link.
Here is a little update on some more bits and pieces I have made, hope you like.
This is just a simple tiling wall section.
I'm not 100% sure what this s but I'm choosing to think that its some sort of energy device that powers the area, or something along those lines.
And just an overall shot of the scene so far.
Ed
Hey guys, I've been really busy over the last week with work, events and just stuff in general so only been able to do a bit of work on this environment. Just thought I would show you a quick update on the project.
I've started to do a simple block out of some of the sections to get a better understanding of how the scene will be pieced together. Hope you like it so far and and constructive criticism is always welcome.
Ed
Ed
Ed
I have now also started creating the low poly assets and began to bake out my maps just to see how the scene looks in realtime as well as a bit of a change from just modelling in high poly. A couple of my assets are shown below.
I have baked out a few more assets too and began to put it together really quickly.
Let me know what you guys think. I have a lot more time on my hands now to really start to knock this thing out so should be posting a lot more often.
Ed
Its a bit of a workflow preference thing, but it might help with the big picture.
Ed
Al thats left now is stuff to populate the scene like pipes, cables, wires... and maybe a sci-fi create or two
Let me know what you guys think and I'll try to update more often and let you know where I'm at.
Cheers guys!
Ed
I'm still going to add a few more details to the normals using Ndo I think and I still have to bake out all the AO.
Currently the entire scene is at 6100 tris but I still have a few more things I want to make to make it feel less empty.
Let me know what you think so far?
Thanks
Ed
Thanks for your interest
Ed
Just started back on this project and just about finished up the first asset. I have decided to stray a little from the concept to try and make it more my own style.
I've also changed my image hosting from Dropbox as I know some people have problems when viewing at work etc. Let me know if you have any problems with the new links.
Ed
Also here are the textures for the energy unit for any comments or critisism you may have.
Thanks, Ed
Good point about the 'U' shaped piece, I'll re-bake it tomorrow with it turned into some kind of hatch. Thanks for the feedback, I'll have to make sure all my other bits and pieces actually have a fiction when I make the textures.
Ed
Ed
It is looking good so far, so couple of crits.
Your eye detail is pretty tiny and if anything you would only see all this up close, if you're as far away as the camera is ingame you might want to make the details pop out a bit more.
You need to add some color variation, and make the spec pop out a little bit more. Right now your spec is so flat that it's making your textures look like stone. You also look like you have no cavity and emissive maps? Those will make everything better as eye candy with making edges and led screens pop more. Blues and oranges are generally what make metal less boring and strong contrast and grunge details on spec help a load.
You've got some dirt on the door panel yet nothing on the floor panel infront of it. I'd guess if the panels were that dirty people would be going in and out, and accessing that area a bit so there would a be a bit of use on the floor.
I'm not very good at paint overs and this one kind of sucks but I hope it illustrates my point a bit better. It's a little bit glaring on the contrast but it would look better with this just done on the spec.
I've never done cavity maps before, but just followed a little tutorial that BradMyers82 has made on here and I can already see a huge difference! Thanks for that advice
I have also created some emissive maps in the alpha and I'll sort out the specular and grunge issues next too. I'll post up a pic or two tomorrow to show what I come up with.
Thanks again,
Ed
I've put it into CryEngine so I could add some better lighting and emissive textures etc, and I am planning to take the final shots in here when its done so thought it would be a good idea to see how it will look in there.
Let me know what you guys think.
Thanks,
Ed
Ed
Yeah already been using quite a few area lights, so glad they included them in the SDK. Used a couple of light propagation volumes too which I've just started using, they give quite a nice effect!
I'm a little limited to what I can use with the latest build of CE though because I'm still on dx10
Ed
Here is a sample of one of my textures too. This is the floor section the the right behind the barriers.
Ed
Yeah which objects would you like to see? High or low poly wires?
Ed
Wow this is really nice. I might actually do a take on this concept myself... well - its on the list of many haha.
Youve done great; nice one. - May i ask where your knowledge of C3 came from?
Ed
Thanks For Looking
Ed