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Creating a scene pipeline - How do I start?

Hey guys,

I've been lurking around on the 'Monthly Noob Challenge #x' and I like what I see. I love the idea of honing your skills with a challenge, but I have a little problem...

I've yet to create an entire game ready scene and I have no idea how to go about it. From what I've seen, people first colour over their images to find out what sort of props are needed and their types. They also block it out in UDK/Cryengine and not in their 3D modelling program, I think. I have yet to create shapes in UDK yet, but I'm hoping it's reasonably easy. though I'd rather use Maya.

My UDK/Cryengine knowledge isn't that good, but I'll learn what I can.

Without further ado; What is the pipeline for a small scene?

Here is what I want to recreate, taken from Broken Sword 5: The Serpent's Curse. Baring in mind, this is an early concept and some things have been changed since, but that's not much of an issue right now.

6b3tL.jpg

Replies

  • Brygelsmack
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    Brygelsmack polycounter lvl 13
    I'm pretty sure most people in that thread are blocking out parts of the scene with Max/Maya, then export to UDK or CE.

    Also I'm not really sure what you're asking. You pretty much answer your own questions - plan the scene with colors, then start creating your asset with that color plan in mind.
  • NickGW
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    NickGW polycounter lvl 7
    The paintover is also useful to help identify modular pieces and texture sets as well, which is important to the process of creating environments.

    This is my general process (keep in mind I'm still a noob at this)

    - Block out, asset/texture list and test scale ( I work in Modo and export to UDK)
    - Texture and model main modules
    - establish points of interest and expand scene to create new compositions if needed
    - Create props and detail meshes
    - Touch up anything that needs it
    - FX, post processing and lighting are adjusted throughout this process.

    I try not to post anything till at least the block out is done if not some of the modules and texturing. I feel like it gives who ever might see it a better idea of where I'm going beyond just the layout and construction.
  • Zer0Naught
    Ah, so it's not as complicated as I thought it was, that's a relief!

    Seems like you have a pretty solid workflow there Nick. I suppose everyone's is different and I'll develop my own at some point. It just seems very daunting as of now.

    I'll give it a go and continue to lurk this thread in case any other people offer their methods.
  • passerby
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    passerby polycounter lvl 12
    -Paint over defining, repeatable parts, and important props
    -define measurements in the paint over using the dimensions of known objects, such as door, or people, to get a scale of the scene.
    -find your point of interest in the scene
    -start creating your meshes for the block out, and knockout some basic lighting.

    -next few steps are iterating on your meshes, and texturing them while adjusting lighting.
    -a pass for FX and decals
    -lighting and post processing passes.
    -than just work on the details till you feel it shows off what your capable of.
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