Hello polycounters! So I'm a student, and this is a scene I have been slowly working on for a while now for my portfolio.
The idea for this was to be a game ready environment rendered in UDK or Unity. This is my first environment piece, and I was really confused about how I should go about doing it, so I just decided to model everything in high poly and break everything up once I get to the low poly stages. However, now that I'm getting close to that point, I'm afraid I may have seriously screwed myself over with this workflow. I'm told that I should have built this modularly, but I honestly don't know how this would be built modularly (seeing as how all of the walls are so different). Even if I am able to break it down and make the walls modular, I'm not sure if I can even get the pieces to fit together in UDK since I didn't consider the grid system that it uses when I started. Right now, I'm being discouraged from putting this scene in an engine and just rendering it in mental ray or Vray or something, but that's not what I wanted from this scene and I don't want to go that route.
If there's anyone out there can tell me how I can salvage this, I would be extremely grateful.
Replies
Consider doing a quick blockout of this space...get that into a game engine...then pull apart the high poly stuff for the different props...and make them and replace the roughed in props as you go.
I wouldn't have done this modularly myself either. The floor could just be a tiling texture with the rectangular metal plates that gets broken up with hazard stripe floor trim. I wouldn't have modeled the entire floor like that. Your pipes, wires, etc could all be using a tiled texture as well. And the repeated objects (multiple ropes, multiple gauges, etc)..you can just make one of those and copy them around when you make it.
So...you definitely approached things the wrong way...but I really only see there being some work here that is really throwaway...you can salvage the rest though.
I gather it's a space vessel (from the map), but with all the exposed pipes and dials I get the impression that there isn't enough space to fit those internally. Since there is not enough space to hide the workings, then to me it'd be more of a cramped space, yet there is plenty of room to move about in there.
Add some more claustrophobia and it'll tighten up the overall vision.