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Space Station Modular Environment

Erink9
polycounter lvl 5
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Erink9 polycounter lvl 5
Hi!
I'm working on a Space station interior hallway. I'm using 3ds for modeling, and assembling in UDK. Photoshop and Ddo for texture.

Reference sheet:
1XRRmyP.jpg

Here are my current modular pieces:
62EfRXm.jpg


Here is a bare bones assemble in UDK:
O3MzNLp.jpg


With trim sheet
YxWKHi7.jpg

Crit and feedback appreciated!

Replies

  • Erink9
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    Erink9 polycounter lvl 5
    Continuing to work on refining shapes and materials.

    KVRD6xp.jpg

    I've been building out further and creating new modular pieces to fill in for the ones I don't already have.

    ORZds56.jpg
  • Erink9
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    Erink9 polycounter lvl 5
    Updated textures and redid some UV maps. Still very much a work in progress:

    aaWoTTc.jpg

    lS5mu2k.jpg

    4vzyZq4.jpg
  • Kimon
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    Kimon polycounter lvl 6
    Sometimes, atleast for me, it's really hard to come up with cool shapes when I'm constantly thinking about power of two and staying on the grid, so what I do sometimes is that I just try to model something cool, not caring so much about staying on the grid etc, and when I feel pretty happy with what I got, I use something like FFD 2 x 2 x 2 to just push it back on the grid. Works pretty good and is really nice for getting your imagination flowing.
  • passerby
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    passerby polycounter lvl 12
    Kimon wrote: »
    Sometimes, atleast for me, it's really hard to come up with cool shapes when I'm constantly thinking about power of two and staying on the grid, so what I do sometimes is that I just try to model something cool, not caring so much about staying on the grid etc, and when I feel pretty happy with what I got, I use something like FFD 2 x 2 x 2 to just push it back on the grid. Works pretty good and is really nice for getting your imagination flowing.

    Really mostly wall floor and ceiling parts tthat need to be power of 2, the rest of it like pillars and railings and need to be a certain height or width, and props it just dosnt matter at all just as long as there scale looks proper in the scene.
  • Erink9
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    Erink9 polycounter lvl 5
    passerby:
    pillars and railings and need to be a certain height
    The piping is a power of 2, same as my grid to help it snap together.

    Added color to the railings, and a prop container:

    yXm5zXw.jpg
  • Erink9
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    Erink9 polycounter lvl 5
    Got some feedback and here is an update:

    xm1k6IG.jpg

    XeyEwQe.jpg

    I remade some meshes and broke apart other ones.
  • Cheathem
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    Cheathem polycounter lvl 6
    Whoa, looking cool dude. Would definitely wanna walk around this environment in game :D

    looking forward to seeing more!
  • Chase
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    Chase polycounter lvl 9
    Very inspirational dude. Im learning the modular workflow myself. Can you show your texture sheets? Im curious how you set yours up compared to mine. I made my hp floor pieces and trim pieces, baked them to a 1024x2048 plane. Then im making my lp pieces and just laying out the uvs how best theyd look. Not sure if your process was similar. Im subscribed though :-D
  • Erink9
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    Erink9 polycounter lvl 5
    Chase: My texture sheets are done the same way, high to low bake, then textures w/Ddo and photoshop, and I am using a few, a 1024x 2048 for trim, but replaced that with a material. I just made a new one, but it's still rough, and I'm constantly changing it to look better.

    Vux6DTB.jpg

    Update on progress:

    VBnOGQ9.jpg

    sQQx3Kz.jpg
  • Erink9
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    Erink9 polycounter lvl 5
    Fixed/redid all maps:

    61Xyalt.jpg

    Current progress of the level:

    9u7kIuk.jpg

    TaKAnU4.jpg

    The material set up has been fixed in addition to the new trim sheet.

    New post processing set up and new lights.

    Decals added.
  • Thaiauxn
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    Thaiauxn polycounter lvl 7
    Nice work! Keep it up! :D
  • Cay
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    Cay polycounter lvl 5
    I'm not sure if I like the colored stripe decals, they are catching all my attention instead of the scene itself. Nice Scene anyways :)
  • Erink9
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    Erink9 polycounter lvl 5
    Stripe and railing removed:

    9kw2gAR.jpg
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