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ALIEN (1979) Evironment - INT-Fusion Grid Hallway - Unused art from movie

polycounter lvl 12
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reaxion polycounter lvl 12
Hey all, wanted to post this here something I have been blocking out.

Recently picked up "The Book Of Alien" which had a shit ton of original art that I had never seen before (other then Giger's stuff) alot of it from artist Ron Cobb. I am a huge fan of the series and the new game looks to be very promising environment wise. Can't wait!

I couldn't resist blocking out this hallway when I saw it.

Next.. the floor high poly.

What'chu think?

NXSSN99.jpg

Replies

  • daemoria
    Looks like a very solid start. Keep working on this, I really like the retro-future feel of this concept.
  • DWalker
    The upper portion of the hall should be straight where it meets the bent section.

    The doorways should be wider, and the curve at the upper corners should have a smaller radius.

    The walkways into the doorways should be wider, filling the entire space.
  • chrisavigni
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    chrisavigni polycounter lvl 12
    Subscribed! Keep it going!
  • Sinking
    That's what I meant about "older" sci-fi when I started my own scene. It often has a clarity of design - some would call it simplicity - and a still organic appearance, which beats the shinyness and sharp edged style of most contemporary sci-fi. If you try painting something like this you will find it is actually harder to make this type of design than to create something that looks like a Lamborghini that became a space station; that's part of the reason why I put my stuff on hold too - I need to redesign and simplify.

    3 (minor) points of critique on your WIP:

    - the cable strands are too uniform and too straight.
    - that hanging cable needs to come from somewhere and not just begin there
    - the wall brackets on the right are just on top of the seam between two elements; no engineer would ever place it there.

    This scene screams modularity as me, because everything is either mirrored on the other side or repeated next to each other. You could also experiment with different tunnel lenght, if you make the modules... modular. (Any thoughts about how you want to render this? realtime/pre rendered?) I actually looks like in the lower picture the tunnel is shorter than on the upper left. I like the longer version better. It makes the tunnel itself the actor and takes focus away from the access room on the end.
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