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UDK - Factory Environment

Hello all,

I'm getting close to finishing up this Factory interior environment based off this concept art.

factory-environment_jennyrathbonefinalfinal-copy3.jpg

Below are a couple renders from the scene as is. It was built in UDK and modeled in Max.

Highres_Screenshot_00006.png

Highres_Screenshot_00010.png

Critiques or suggestions on how to improve it would be awesome.

Replies

  • djoexe
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    djoexe polycounter lvl 7
    add some decals here and there. Also your litghing is a bit dull, washed and lack of punch.
  • snow
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    snow polycounter lvl 8
    The lighting makes it difficult to see what's going on here. Personally I'm not a fan of the lighting in the initial concept anyway, but don't be afraid to stray away from it. Try punching up that directional light, maybe add some light shafts, add some dust particles, or light coming in through gaps in the roof?

    It looks like you're blending wall textures with a clouds filter, I'd try and clamp those values to imitate paint peeling off, or use the height map of the bricks, either way it looks a little too soft.

    Keep at it you have got a solid base.
  • chazzur
    @snow
    Thanks for the input. I think that was my main issue with the environment. I agree about the lighting in the concept, but I think I was trying to stay too true to the art. I'll try adding the things you mentioned and see where it takes me. The shader for the wall was created so that I can paint on the chipped paint, dirt and concrete using vertex painting. Here is the Shader network and an image demonstrating what the shader can do.

    [IMG][/img]Quick_Folio_Shader.jpg
  • chazzur
    So I went back into the scene and messed with the lighting and added some particle systems to give the level more atmosphere. After messing with the lighting and really punching up some of the values I realized how dull the first images were.

    Highres_Screenshot_00003.png

    Highres_Screenshot_00004.png
  • alvordr
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    alvordr polycounter lvl 6
    Very nice work! I love the mood and the overall feeling. It's a bit empty where the shelves are, so maybe put some canisters and/or cabling and tools there?

    The paint fade on the walls is a bit overdone for my taste, but that can go either way for other people.
  • chazzur
    @alvordr
    Thanks for the input. I like the idea of adding some tools and cables to the shelves to try and populate the scene a little more.
  • RaPtoR_v9600
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    RaPtoR_v9600 polycounter lvl 4
    more props maybe, some pallet, different boxes, and those railing are with glass ? or just holow
  • chazzur
    more props maybe, some pallet, different boxes, and those railing are with glass ? or just holow

    The railings do have a transparent glass material in them. I'm currently working on more props to fill the space. I'll have to throw a pallet in there now =).
  • MDGM
    you might wanna think about adding some decals of like stray papers on the floor to give it a little more life and atmosphere
  • chazzur
    MDGM wrote: »
    you might wanna think about adding some decals of like stray papers on the floor to give it a little more life and atmosphere

    Good idea. I hadn't thought of that actually! :thumbup:
  • chazzur
    Alright guys I have a little bit of an update. I still plan on adding papers on the ground and some decals on the walls. I feel like the new objects in the scene give it a more "lived in" feel. What do you guys think?

    PostPoly1_02.png


    PostPoly1_01.png

    PostPoly1_03.png
  • chazzur
    Got a few more small assets in the level now hopefully adding to the atmosphere of the scene. C & C would be awesome. Thanks guys!

    PostPoly2_03bmp.png

    PostPoly2_01.png

    PostPoly2_02bmp.png
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