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Futuristic Ship Interior

Hello everyone! This is my first time posting on Polycount, so go easy on me!

This scene I have been working on is un-kept space ship interior. I have taken quite a few renders in CryEngine so hopefully you can see it all and give me some pointers!

The entire scene is currently little under 40,000 tri's. I have included a couple of my textures as well which are 512x512 or 1024x1024 currently. There are also a fair few reused assets at the moment, which I will be replacing soon.

If you have any critique or ideas then please, let me know!

Screenshot_02_zps1461ab51.png

Please ignore the weird image at the top left of some renders, I don't know why but this happens when I take a screenshot in CryEngine 3 Sandbox, if you know why let me know.

Console_zps207535fc.png

Going to add a hologram-type screen in the middle of this section.

Console_zps34fc2a41.png

Control_Panel_zps6ed73cbd.png

Control_Panel_zpsdd4387c8.png

Doorway_zps554725a9.png

Doorway_zpsf5d3879a.png

Floor_zps5945ddc1.png

Floor_Pipes_zps28c955fa.png

All_zps6f43b1de.png


Thanks for looking, I intend on updating this thread as often as I can. Any questions please ask away!

Replies

  • Kon Artist
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    Kon Artist polycounter lvl 8
    I like the shape of the middle structure. Here are some suggestions regarding the textures:
    • Add some color to break up the geo. (maybe those struts are colored...)
    • Add contrast to the textures.
    • Scaling of detail in textures. (i.e. the circles on the front left floor tile)
    • Tone down or turn off paint chip/ cow hide in dDo.
  • tkfxity
    Welcome to the forum! Couple things that caught my eye. The colors are a little too plain, or its actually lacking color. Next thing is that the floor texture seems to be catching my eye, seems a bit noisy, can't really tell whats going on down there. Also there seems to be shadow artifacts on the lit parts of your scene caused when the light source is at almost the same height as the mesh.

    Honestly, my first impression when I saw this scene was that I thought the texture were AO's.

    Looks like a interesting scene, still needs a lot of work, as of now it just seems like a black and white canvas.
  • Anthony_M
    Thanks guys, I see what you mean about it all looking a bit AO, I'll add some colour like you both suggested. I wanted to keep it dull and dirty, but as a piece of art I think it does need some more colour.

    As for the lighting, I only recently started using CryEngine and so I still have a lot to learn in that sense.
  • Rennis
    Hey. Welcome to the forums. I like all of you base geometry, layout and textures but would agree with some of the above statements. For your particular aesthetic, breaking up the textures with contrasting specular on dark, rusted areas would probably work well. Consider adding some weathered areas or damage to panels, supports, grates, etc... at joints and points where they meet new geometry as this is naturally where they gather dirt and deteriorate. Having a broader pallet of colour from the rust will break up the scene and the high specular of the panels / low specular of the rust will make the dynamic result of the level more refined.
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