Starting a new scene, which will be made in UE4, it's based on a piece of concept art by fellow polycounter Torben Lindstrom.
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Started a quick blockout in Maya, got the concept view so far, and thinking about what might be in the rest of the room.
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Think I might make it a bedsit type room, with a bed or sofa or something behind the camera but not sure yet.
screen shot windows
let me know what you all think
Replies
The roof looks a little low compared to the reference
Yeah I thought it may be a little early, but usually I'm way too late so wanted to get feedback from the ground up this time
Here is what my material currently looks like, just for fun, defo needs a massive clean up!!
just asking out of curiosity, couldn't the material be simpler ?
While the preview sphere looks really simple the walls show some very nice and subtle differences in material treatment. The node network also isnt all that complicated. Once its organized it will look a lot less nonsensical and superfluous.
The exposed concrete is definitely showing its normals off a bit too much though.
Be careful with your texel-density though! The damaged walls and the map have a much better texture resolution compared to the ceiling, floor, and table.
@peanut reverendk nailed it on the head really it's all about painting on subtle variations, meaning I can use the same tileable texture for all the walls, and paint on cracks etc in the right places from the concept, round the doors etc.
But yeah the material isnt that complex really, down the left is all the usual lerping etc, and up top is an alpha mask so that the painting isn't too soft and has a more cracked feel.
@reverendk I will definitely tone down the normals, or at least boost them in photoshop and not with a multiply.
@tobbo and @luge the wall (and to some extent the map although this isn't final) is the only ones that are finished, the rest are default materials added to poorly UV mapped blockout geometry
Not that sure about the graffiti placement. Anyhow feedback appreciated.
However, looking at the image on the right it seems the wall is now ignoring the light coming from the window. Light map res is appropriate and like I said it was working before so not sure whats happening. . .
Also your fridge normals look a bit funny? Can I see the normal map? and the edge wear on the fridge seems a bit too uniform?
Its looking cool though! Look forward to more!
SaferDan you might be right about my Normal Map for the fridge, it was my first time using Ddo for the base texture, so that might have something to do with it. Here it is anyway for you to have a look at.
The wall looks good, but still a touch too clean. I know you are likely in the stage of just filling the environment, but don't forget to add some decals to help further break up the wall visually.
I have started with making the floor a wooden texture now, to break up the concrete.
I have also completed another couple of props including a sniper:
And because I'm not staying 100% faithfull to the concept, and wanted another light source, I added a laptop. Although I will still be adding some other props on the table from the concept like the radio etc.
It's coming together really well though.
@tristanCarter, Starting with the floor I have taken your advice and made it more of a bare floorboard texture, looking for some feedback on this.
I also tweaked the normals and the color of the table, I think it was the normals anyway that were making it look strange.
Also started playing around with Graffiti, which is looking not too bad I think, although i would like a softer edge on some of it, but with the transparency still being broken in UE4, the sharp masks will have to suffice for now.
Thanks but I can't really take credit for that, UE4 is doing the legwork on that one
Had to upres my lightmaps on the wall and floor to something ridiculous like 2048 to avoid jaggies but seems to work for now unless I can find a more performance friendly solution, starting to take a while to build lighting
Been working on this scene again recently, and have a few new progress shots to show for feedback and crits before I continue on with the scene.
The scene has kindof evolved beyond the original concept a little and I am trying to keep the original mood and atmosphere as well as adding some unique additions.
I ended up changing the cooker and the fridge and moving the fridge to the end of the kitchen area, just think it fits better, will think of something else to put in place of the old fridge.
Been adding more decals to the walls, including broken plaster and patches as well as bullet decals to add a little story.
Crits welcome, trying to decide where to go next on this one.
Also you can start adding smaller details such as light switches, wall sockets and maybe a few wires or pipes. You seem to have a light in the room but no light source, so some sort of bulb or old lamp wouldn't go amiss.
The big picture is getting there but it's the little details that will really bring a space together. Keep up the good work
Maybe you might want to think of some architectural details as well to break up the singular box room feeling as well. It doesn't have to be too crazy, but a slight extrusion in the corner of a wall/some type of architectural element that implies either a support beam or another room/closet could break it up a bit.
You'll see this kind of simple design element a lot in the maps of Half-life 2 for example
Then there's always things like rounded corners, L-shaped rooms, open arch/walkway walls, etc that might help bring the architecture to life a bit more.
Things like ventilation, inset lights or regular lights, support beams, etc could help on adding some more character to the ceiling and other things like perhaps a busted wall since it's a rather dirty room, etc.
Maybe some opened tin cans, water/beer/beverage bottles by the rifle either by the window or on the crates could help with the story of a lone sniper waiting for his/her target.
Just throwing some ideas out there, feel free to take or nay what you will
Keep it up!
Plaster on the floor is a good idea, gonna try both a mesh and normals as well as a normal decal and see which looks better.
Also was planning on adding light switches and sockets etc. there's actually a bulb in the ceiling at the moment just can't see it in any of the pictures.
Adding more architectural elements is something I had thought of but wasn't sure what I was gonna do and kinda forgot about it, I like the idea of simple extrusions like HL2 so cheers for that ref
I have decided to expand the scene beyond a single room. I think it was holding me back from adding some of the assets that I wanted to add. Just been making some props for now and some new materials. Haven't got a layout yet, but thought I would share what I've been working on so far.
Feedback Appreciated