Hi!
Been working on this scene based on a concept by
Dennis Chan for a while now, and I think it's finally shaping up enough to create a thread now.
For once I'm creating an environment with 100% high-to-low workflow, just to challenge myself, making me more effective when it comes to highpoly modeling, retopo'ing, UV mapping and well, everything.
For this project I'm doing the texturing with
dDo.
There are still many props and tiles missing, but yeah.
LATEST PROGRESS:
ORIGINAL:
Please let me know what you think!

Replies
Struggling a bit with the colors right now, trying to get some color splashes in there. Will post an update soon.
Cheers!
is there a reason you decided to show the chamber covered/open rather than open like in the concept? having the chamber open with some effects emitting from that space would add some much needed life to the scene, as right now its a bit stale in that department.
your color theme for this room is a little heavy handed: yellows & grays. this is something i am noticing a lot with the current peppering of dDo projects appearing on polycount. simple color themes. the color theme doesn't need to be present everywhere but could be complimented everywhere. for instance, perhaps the flooring could be grays & blues, so that the focus is brought up to the mid level of your composition. right now the entire image covered in the same color choices. humans are naturally drawn to warmer colour sources (a design trope heavily used in our industry), so if you're going to use a warm color theme, you could try and limit yourself a bit with where and how you use it.
one other comment (besides the use of 'space panels') is that its hard to understand what the function of anything is in this scene beside the lab door on the left and the chamber itself. the chamber itself is barely doing that now. if you hadn't titled this project as a 'cryochamber' i am not so sure that the current design would pull through as one. one very practical exercise you can do with this (and all art pieces) is show this to someone who knows nothing about it. just show them this image. don't tell them the title, or anything about it other than, 'hey check this out'. ask them what they're looking at. if they say 'looks like a cryochamber?' then you know you're on the right track. if they guess other ideas, then perhaps there are elements from this scene that are missing which would help tell its story better.
in a previous comment i made about this piece i suggested you take the concept and push its ideas further. its just a concept not a blue print and you have plenty opportunity here to add some proper function to the illustrated machinery and forms found in the concept.
do you have plans for other angles? more rooms inspired by this design? would love to see what you're planning for those as i think you have something very interesting here.
@BANGARANG!: Lots of awesome feedback there! Regarding the closed pod; I decided to close it up, both to get a large, smooth and bright area to rest the eyes on and because I feared the amount of detail in the scene would be too much. It was a chance I took early in the production.
Very good idea regarding the color scheme. This is something I've been noticing as well, now that everything is coming together. Will definitely see what I can do about this. Was planning on changing the texture of the floor tiles a bit, so I might do something about it there.
I definitely agree with you about the functionalities of the props and assets in the scene. I decided the cylindrical thing to the right is a laundry machine, so I added a hatch to the top to make it look like a top-loader for example. I don't want to go in and change the appearance of the props, but I can try and add some more grounded props that people know what they are around the existing props to try and explain them in that way.
I am planning on presenting more angles, as well as a short video of it.
Thanks again guys, I really appreciate it!
I've gone ahead and boosted the light colors and intensity a little bit as well as added some more fog and steam. I didn't go nuts with it though.
Please let me know if you think it's better.
yeah i do this too, sometimes I make my textures have a little too much contrast and saturation and too much sharpening and then I check it out in game and sometimes it looks way better than i expected with these overdone textures as it sorta counteracts the mipmapping and other issues a bit, then I tone it down till its more normal.
I've gone ahead and boosted the saturation and intensity of almost all lights in the scene. I also dirtied up the floor quite a bit. Thanks Ged! ^^
@whats_true: Thanks for the advice. That's a great thing I to keep in mind.
Here's what I have now:
Cheers!
I've mainly got some issues with the feel and proportions of the different assets...
Concept feels as a mix between quake/star craft and your environment reads more like a deus ex scene, i think though that it mainly comes down to grit.
Also in the concept the different machines feel like they've got a more "dull" specular...just noticed.
Either way this is fantastic modelling!
Though the environment is looking sweet and what I say are minor things
Looking at that last pic you posted my eyes went from the desk to the capsule and then to the wall... but my attention was always dragged to the wall, even more so because of the pedestal that's standing right on the front plane. You could maybe just tone down the lights and also try to move that pedestal right in front of the wall to clear up the composition a little.
Anyway just my 2 cents, and keep going as you've got a nice atmosphere going on
@maverickhornet: Cheers!
@Fnitrox: Thanks for the crits! I've decided to keep the lighting on the back walls, but instead I had changes to the other lights in an attempt to make it easier on the eye. Please let me know if you think it works better now.
Here's the latest update!
sorry to dig this up, it is looking good! You are probably done with this now but i do agree with this statement. how come the lens flares are a pinkish colour and then all the lights are more or less white? maybe make the lights very slightly coloured but just a tint.
Retextured all of the assets and changed the lighting a bit. Hope you like it!
Cheers!
Thank you! I'm glad you like it.
It took me about 1,5 hours to create the new preset and apply it to all the textures in the scene.
What I wanted was more grime and to better accentuate the edges.
I shouldn't latch onto a detail, but the chair in the bottom left feels a bit out of place with the rest of the scene. It might be WIP, but in a very detailed and chunky world it seems a bit texturally minimalist and markedly less chunky then the stuff around it.
Looked at the line art on Denis's site and you did a brilliant job realizing that as a 3d space. Congrats