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[Core Overload] Hangar Environment

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Brian "Panda" Choi high dynamic range
Working on creating a Hangar Environment which will serve as our Main Menu environment and ship building editor within the student game I'm working on as a student Art Director, Core Overload.

End product will be in UDK, and someone else will handle the UI and Kismet implementation.

Goals:
- Probably going to keep this at most painted diffuse map and specular map. Hand painted textures. Looking at our schedule, there doesn't seem to be enough time on my end or the game's end to wait for a high-res sculpt of any sort.
- Focuses: A very ad-heavy environment, bright and saturated colors, fun, communicate the game's tone as quickly and effectively as possible
- This is my first full environment, so I am definitely open to critiques and will attempt to implement as best as possible.

CONCEPT
Here are the rough concepts I am working from, done by the awesome David Heidhoff.

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and my inspiration / rough references. The layout was definitely inspired by Spore's editor environment.
oawQYuq.jpg

LATEST UPDATE
Roughing in geometry with basic primitives and planes.
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And the current way the editor looks in our latest build:
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Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    I think I'm satisfied with how the hangar looks at the moment, in terms of the basic geometry. Hopefully it's not TOO much clutter.

    yIjCJAg.jpg
  • FlynT
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    FlynT polycounter lvl 8
    Looks good and promising so far, the only thing i would suggest is to vary the crates a bit. Some long crates and some small crates just to break up the regularity.

    All the best :)
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Beginning modularity adjustments and really rough texture lay ins.

    A very large question:
    - So, as a rule of thumb, efficiency of course is the name of the game. How does one determine how many maps, and at what resolution, one needs for a level? Understandably, I could potentially make hundreds of inidivdual maps for different walls and props, but I'm not sure what would be a reasonable, or at the very best, a best display of my skill, for resolutions and numbers of maps.

    7tpsDDl.jpg
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Alright, beginning to make final geometries and modules that repeat on a 1:1 ratio. Piece by piece. This might take a while for me.

    Textures wise, I'm still waiting on my concept artist to send me his treatment to get a definite idea of how he wants this to go.

    Anyone have any critiques?

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Really important question.

    I need help figuring out how to make sure I can get accureate placement of my Maya scene into UDK. Like I've been able to snap my environment tiles according to vertex snapping, I was wondering if UDK had something similar. This is one of those moments for me where I have NO clue how to approach this.

    I know how to add materials, textures, and models into the UDK packages, as well as basic navigation and non-snap placement in a UDK scene, but putting together a modular environment, I do not know. THe tiles are ready to go, as well as the textures (or at least to the point where I can just update the materials).


    LKSofvg.jpg
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Oof. okay.

    So it's been a while. Long story short, certain milestones and chaos on my end has delayed me from consistent updates to this project thread.

    I apologize for the rough nature of the environment as well, first time doing a full scene thing with tileable textures. Which means I'd love to get the critiques in the face :)

    I still need to polish the oodles of maps I have, as well as properly populating the scene with props.


    So right now, in the Core Overload game, when you click on "Ship Editor," it loads the Hangar scene, and with Kismet aniamtions, we zoom through airlock doors, down a umbilical cord hallway, and opens up into the hangar porper, where players can begin to modify their player ships.
    VFr858A.jpg

    To keep this short, I was wondering if anyone can help me with a transparency issue I am having with the hallway in the scene? Attached is the image and the Material Editor inquestion. Right now, the handrails, the floor, and the pipes in the ceiling do not mask and look transluscent in the way I want them to, while other locations on the hallway model look fine. What do I need to do?

    aefIx8J.jpg
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