Bal: sofar everything is baked down and relaively unique with some reuse.
Did some mockups on the main doors, just a rough animation of what I had in mind. Looks a bit boring after looking at i for awhile, need to add more cool stuff going on. Also gif is double the speed for some reason, I cant gif!
What a nice stuff. Can't wait to see final version. "Floaters", you mean floating geometry, right? By the way, could you show a wires for those assets?
Very impressive work Snefer. I have a question for this project are all the assets completely new and then made into a kit bash library and used through out the project? Or have you got an library already? Its just insane how quick of a turnaround you're doing that all. Definitely inspiring me to push myself further with my own work.
Fwap: everywhere : ) Love studying machinery though, there is just so many cool shapes and functional design in industrial machinery. Wanted to have a more form-fitting and functional-looking base for this scene.
JamesMeader: Everything is completely new, yes. I started a new kitbash library for this scene, to make sure I get a new and fresh design from the start.
bluekangaroo: A few sketches, but most of it is what comes to mind after a proper blockout/experimentation phase. All the detailwork I make up as I go.
warning, very heavy gifs ^^ Made some more progress on the design of the main doors, made a gif from each side to show how they currently work. Still need abit more love before I call the blockout done and move on to the proper highpoly model, but its getting there : )
I love the door animation! The whole scene reminds me of Paul Peperas' work in Experiments in Sci-Fi Door Design. Totally a brilliant own design for your own, but the quality, complexity, and brilliance is all the same. I've always wanted to see Pauls' work brought to life, and your sir have done that with your own! Fantastic!
Stockwell: Sure, of the highpolys or lowpolys? : ) Yeah, Peperas doors pretty much killed scifi doors, I'm happy if my end result is anywhere near that quality : )
Jonas: Not sure if sarcasm or not...? But yeah, I dont always finish my projects. Trying to get better at that by not starting to hate them halfway thorugh
Muzz: thanks!
Looks amazing! Great work. I love the textures, very clean. Box modelling is something I've been brushing up on myself but I also have 3D Coat to do my sculpting with. Big inspiration though man
and no kidding, but with the gifs you have of your door, and the detail you have in your other pieces, quality will come that's for sure! Can't wait to see more!
damn, looks amazing, especially the high poly!
animations are cool to, though now they open really slowly,
I was thinking you could let them accelerate when the door is moving (now it stays the same speed) and then let it slam abruptly to a halt at the end and vibrate a bit,
just a thought
now I have to go look for my jaw cause it fell on the floor somewhere while scrolling through the hp renders
Luch: yeah, animations are really bad, just my strictly linear modo-animations, so And dont want it to vibrate too much, want it to feel heavy and solid : )
Giving meshfusion a go on the doors. Still very early wip, but its a really nice tool, for sure!
Wow this keeps getting better and better. And I just looked up mesh fusion and man it looks awesome. Have you noticed an improvement in your workflow from using it?
Made some progress on the door, still not done with this side of it yet, needs some additional detailing but other than that I'm pretty happy with it : )
Tor, you streaming anywhere? I know you got that twitch account and that livestream, but I don't see anything new and I usually miss it if you announce it.
Earthquake: thanks man! Yeah, I might do that when I have a better grip of it, I'm still skimming the surface it feels like, want to dig a bit deeper first : ) Maybe when I'm done with these doors. Still some things that I dont really understand.
Computron: well, its amazing, thats for sure. But i haven't touched anything beyond the basic functionality yet. I haven't streamed in awhile, but I'm planning to start again now : )
Great progress so far. Mesh Fusion is really doing your work flow some good, it seems.
For the door you've made specifically, I think there's a number of things to improve upon when it comes to readability and design.
Essentially my criticism falls on the fact my eye hasn't anywhere to settle on. I think this is a byproduct of the abundance of details you have on this door. Seen from the hallway, the eye will rest on the overall volume this door takes up and represents, but up close I'm afraid the eye doesn't have anywhere to really settle on. In that regard this design needs work. Perhaps this will be 'solved' with materials - a key pad that is bright and eye catching, for example, but ultimately I think good design happens on the forms first. That's why I say materials will 'solve' the lack of focus the design brings, but, IMO, that needs to happen much sooner than the materia' phase. Materials should be used to accent those design choices.
For the WIP shots your posting, I'd suggest trying work with a material that shows the forms a lot better: High spec value and high contrast results in a lot of shapes and depth getting lost. In this photo I find the top half of the door to be really hard to read. It's hard to make out how it functions.
As for the environment you're building: It's a space station. What can you tell us about this place? It looks to be heavily influenced from 'real life' industrial designs. Heavy metals, large simple machines paired with pneumatic devices. Heavy steel. Thick forms. That contrasts, though, against the nature of space construction: Light materials, modular function, modular design, layers. It's an interesting contrast in design choices coming from real life for one type of design (industrial) and pairing it up against another type of design (aerospace). I don't think this is a good or bad thing, just something I wanted to mention as food for thought.
Something else worth noting is your lack of redundant panels and 45' angle shapes. In that regard this is already a superior design than 99% of the 'scifi' designs out there. (Though it does seem you have things moving in the door animation for the sake of movement. Yet, those things could easily be explained in cannon I'm sure.)
I loved your Eat3D vid. Any chance of you doing a high poly hard surface Modo series? I would pay big bucks for any video series you put out, and would love to learn the workflow you're implementing here.
Replies
Did some mockups on the main doors, just a rough animation of what I had in mind. Looks a bit boring after looking at i for awhile, need to add more cool stuff going on. Also gif is double the speed for some reason, I cant gif!
Amazing
Where do you draw your inspiration from?
Fwap: everywhere : ) Love studying machinery though, there is just so many cool shapes and functional design in industrial machinery. Wanted to have a more form-fitting and functional-looking base for this scene.
JamesMeader: Everything is completely new, yes. I started a new kitbash library for this scene, to make sure I get a new and fresh design from the start.
bluekangaroo: A few sketches, but most of it is what comes to mind after a proper blockout/experimentation phase. All the detailwork I make up as I go.
Would it be alright to see some wires Snefer?
This is truly some incredible work!
I love the door animation! The whole scene reminds me of Paul Peperas' work in Experiments in Sci-Fi Door Design. Totally a brilliant own design for your own, but the quality, complexity, and brilliance is all the same. I've always wanted to see Pauls' work brought to life, and your sir have done that with your own! Fantastic!
I'll be watching this closely
Jonas: Not sure if sarcasm or not...? But yeah, I dont always finish my projects. Trying to get better at that by not starting to hate them halfway thorugh
Muzz: thanks!
and no kidding, but with the gifs you have of your door, and the detail you have in your other pieces, quality will come that's for sure! Can't wait to see more!
animations are cool to, though now they open really slowly,
I was thinking you could let them accelerate when the door is moving (now it stays the same speed) and then let it slam abruptly to a halt at the end and vibrate a bit,
just a thought
now I have to go look for my jaw cause it fell on the floor somewhere while scrolling through the hp renders
Luch: yeah, animations are really bad, just my strictly linear modo-animations, so And dont want it to vibrate too much, want it to feel heavy and solid : )
Giving meshfusion a go on the doors. Still very early wip, but its a really nice tool, for sure!
Keep on kicking ass.
I would be very interested to see a breakdown of how you're doing the meshfusion stuff.
Wanna hear your thoughts on meshfusion.
Amazing work as always!
Computron: well, its amazing, thats for sure. But i haven't touched anything beyond the basic functionality yet. I haven't streamed in awhile, but I'm planning to start again now : )
Fwap: pretty tedious!
For the door you've made specifically, I think there's a number of things to improve upon when it comes to readability and design.
Essentially my criticism falls on the fact my eye hasn't anywhere to settle on. I think this is a byproduct of the abundance of details you have on this door. Seen from the hallway, the eye will rest on the overall volume this door takes up and represents, but up close I'm afraid the eye doesn't have anywhere to really settle on. In that regard this design needs work. Perhaps this will be 'solved' with materials - a key pad that is bright and eye catching, for example, but ultimately I think good design happens on the forms first. That's why I say materials will 'solve' the lack of focus the design brings, but, IMO, that needs to happen much sooner than the materia' phase. Materials should be used to accent those design choices.
For the WIP shots your posting, I'd suggest trying work with a material that shows the forms a lot better: High spec value and high contrast results in a lot of shapes and depth getting lost. In this photo I find the top half of the door to be really hard to read. It's hard to make out how it functions.
As for the environment you're building: It's a space station. What can you tell us about this place? It looks to be heavily influenced from 'real life' industrial designs. Heavy metals, large simple machines paired with pneumatic devices. Heavy steel. Thick forms. That contrasts, though, against the nature of space construction: Light materials, modular function, modular design, layers. It's an interesting contrast in design choices coming from real life for one type of design (industrial) and pairing it up against another type of design (aerospace). I don't think this is a good or bad thing, just something I wanted to mention as food for thought.
DO IT! and play some more of that heavy metal too :poly124: