Hi so for the past few weeks I have been working on a Spaceship Bridge scene and have run into a bit of a roadblock in terms of improving it further. So I was planning to get some distance from it by working on another scene and hopefully getting some feedback from you guys, so in a week or two I can get back to it with fresh eyes and hopefully make it awesome
So here are some screens I have taking of the scene in UDK
watch any sci-fi movie and look at how they detail their bridge. take a modern battleship and check it out. you have too many simple primitives, flat surfaces and bland lighting. everything looks chunky.
It looks like a great block out so far, but I agree with a poster from earlier. It needs some detailing in the texture to look less flat. The reference you have gathered is a good start, maybe try to get some close-up references of walls, floors, etc. The spaceship needs a story. The floors would probably look more scuffed and have some scratches. What would be a good use of the space on the empty walls? (Maybe monitors, buttons, pipes, vents, etc.) Perhaps turn off the holographic map you have up, and then look on how to push the other areas. Lighting on the floor and walls as in the reference pictures would also be great.
-Add trims (both in models and textures) to places with hard 90 degree corners, like the lamps and where the walls (or anything else) meet the floor.
-More texture! Right now everything looks to be made out of the same gray smooth metal. For example different texture trims would bring more variation to the scene.
Maybe make another metal texture with more pattern and put that here and there to break the monotony.
Also, right now the texture looks the same everywhere. A few grimy splotches in the corners and worn paint in the extruded edges would help too. Use specular maps to make it really look like metal with scratches and stains.
-Finally I would add more stuff against the walls. A few random pipes and electric boxes could also bring in new colours.
-In your references you can see that the spaces are really cluttered. They have vents, texts and random screens that make the space look more interesting. And the floors have a lot of action happening as well: patterns and lamps and lots of trims.
Replies
watch any sci-fi movie and look at how they detail their bridge. take a modern battleship and check it out. you have too many simple primitives, flat surfaces and bland lighting. everything looks chunky.
just look at the prometheus interior.
I look forward to seeing it in the future.
-Add trims (both in models and textures) to places with hard 90 degree corners, like the lamps and where the walls (or anything else) meet the floor.
-More texture! Right now everything looks to be made out of the same gray smooth metal. For example different texture trims would bring more variation to the scene.
Maybe make another metal texture with more pattern and put that here and there to break the monotony.
Also, right now the texture looks the same everywhere. A few grimy splotches in the corners and worn paint in the extruded edges would help too. Use specular maps to make it really look like metal with scratches and stains.
-Finally I would add more stuff against the walls. A few random pipes and electric boxes could also bring in new colours.
-In your references you can see that the spaces are really cluttered. They have vents, texts and random screens that make the space look more interesting. And the floors have a lot of action happening as well: patterns and lamps and lots of trims.
Hope this helps.