Hello Polycount Family,
I have been moving along [slowly] with an environment working in CryEngine 3. I would say this is my entry into this engine, but I have dabbled in it briefly. It is still new to me. So prepare for a block of text, because I want to be thorough.
The idea behind this environment isn't to be a typical Sci-Fi hallway. I told myself I wanted to stay away from what we already have seen countless times. This is where I decided to take it into a somewhat new direction with Spaceballs. I figured using the lore of the SB universe I could play off of a lot of science fiction themes and create extremely literal translations.
The plot / story behind this scene is based off a reference in the movie, where the title
Spaceballs 2: The Search for More Money was given. This is somewhat of the basis of the background on what I wanted to start from.
So in planning I thought of how Yogurt claimed he made his fortune off of movie merchandising. "Spaceballs the _______." So those from Spaceballs City set out to scavenge the planet at which Yogurt lived. [Desert, Barren] What would conspire from this is a temporary space-base, where the task at hand was to comb the desert for riches. Over time, they discover what seems to be an artifact of some sort—which is what a portion of the environment will showcase as it is enclosed within the space-base as a primary digging spot.
However come to find out over time, as they continued scooping the sand with their over-sized ice cream scoopers, they stumbled upon the monolith from 2001: A Space Odyssey, triggering an event that ravaged the dig site, ending their search for more money.
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As far as art goes i have based the hallway portion from this concept from Mass Effect 3:
My initial blockout of the hallway and exterior:
I have since then pushed the blocking into CE3, and made a few design changes.
Question - Does it feel to narrow compared to the open space on the right of my initial blockout?
And a shot of the floor mesh (ao/cavity/normal only):
As I continue to flesh things out a bit I will update (hopefully on a regular basis). I plan on creating a detailed list of props/elements and posting those for you all to see.
I would love if you have any feedback or clever ideas, although it may be a bit early for that. I plan on focusing on each element carefully and involving my storyline from above as much as possible.
Cheers!:)
Replies
I do see what you're saying though and I will be more aware of that when making the rest of the scene
Transposing that to a scene might be tricky - You could certainly give it that angular boxy look with kitbashed pipes and blinky light panels glued on but showing that clunkiness off and having it look like it's by design rather than bad art is going to take some consideration.
Whatever you decide to do, don't forget to label any machines and consoles with "Mr."
I was going to suggest taking a look at the animated series for a broader look at the universe, but I just pulled up a couple of videos on Youtube and I couldn't in good conscience knowingly expose anyone to that horror.
It's an idea that may solve the design vs bad art (we don't want that).
As a side note, Mr. Coffee and Mr. Radar [with jam] are planned haha.
Thanks for your input!
Great stuff so far, though
Thanks for the feedback so far!
Based off of Jackablade's comment(s) I was thinking about encompassing the scene within a studio setting that means each element is just a facade with wood framing, green screens, lighting equipment, cameras, etc. That way as a design decision the connections make more sense as to having big bulky flashing buttons and its overall clunkiness. I'm still wanting to play around with forms of each element but still wanting to use the concept as a general guide. Below I modified a piece from before to a blocked in "framed-out" piece.
What do you all think of the idea?
Looking forward to seeing where you go with it
Here's the progress up to where I'm at now: