Hello Polycounters!
Im back with a new Project ive recently started:
The Boiler Room. Yeah, name isnt that original but thats what it is hahaha.
Anyways, in my previous project I touched a bit of Sculpting and retopo to create my game meshes so this time Ive decided to learn some hard surfacing skills and how to create proper specular maps in order to make all the metal in the scene look like metal (hence the boiler theme).
Secondly I also want to look a bit into lighting in UDK (in my previous scene I simply used one of those already lit maps, but now its time to do it the right way!)
In this boiler room we find the boiler man (yet to be named) who is the Boss of Tusal S.A, the company in charge of supplying the city with energy.
However (theres always a however) the boiler man modifies the main boiler so that he can produce extra energy for himself. This idea eventually drives him crazy and becomes a danger for society. In conclusion, keep calm and kill the boiler man.
Anyway, enough babbling. Here are some very basic images of an even more basic blockout (The reason Im posting images at such an early stage is that in my last project I started posting halfway through and now Id rather post from the start)
I´m sure Ill encounter loads of difficulties since this is my first decent attempt at Hard Surface modelling, but i´m sure Ill be able to get this project done and hopefully make it look awesome!
Ill start with the door, well see how it goes! Stay tuned!
Replies
This is the door for my scene (a bit WIP still) and although the general features are there, i still need to polish stuff (the second stair is not properly combined and i still need to add a third stair (basically duplicate the second one))
I've encountered some issues when baking and maybe someone out there can solve them:
(excuse the poor presentation, i showed it to a friend and thought i might as well show it here)
So yeah, crits and comments appreciated