MOST RECENT UPDATE:
Hi everyone, this is my first thread on Polycount so a little bit of background on me. I'm a 2nd Year at the University of Hertfordshire and studying a BA(Hons) in Games Art and the current plan is to specialise in rigging, though I do enjoy modelling. I'm also collecting recordings of the SideFX Houdini lectures for the VFX strand because I quite like the software and would like to see how the software can be applied to games. Currently I'm knowledgable in Photoshop and Maya, texturing in Mudbox, and a little bit of sculpting in ZBrush.
At the moment one of the projects I'm working on is a 360 degree room to go in UE4 (should be getting a student code from the university within the next week or so, so marmoset renders for now) taken from a film of my choice. I chose to do the medical pod room from Prometheus as I personally enjoyed the movie and as I have to light the scene twice (once to imitate the scene, once from my own designs) I feel it presents some good opportunities. Below is a shot from the film and the point I'm up to.
So I'm building the room in a relatively modular fashion - the archways are duplicated, the ceiling I made by duplicating the sections round. I intend to break down the sections connecting the doorways into 2 or 3 parts so I can adjust the curvature, then I'll likely stitch it back together and the top section with the trenches I'll build separately soon.
All criticism, feedback and general advice is welcome - the room's at a pretty early stage of production, so hopefully I can implement everything pretty easily :thumbup:
Thanks in advance everyone!
PS My attached images appear to be added incorrectly, if someone could set me straight as to why the [ ATTACH ] tag isn't working, that'd be appreciated greatly.
Replies
Blocked in some of the ventilation above the doors (not particularly visible in this shot).
A little bit of bevel work in the ceiling.
Started the "trenches" in the wall on either side of the door.
Feedback always appreciated.
It might be helpful
Texturing and normals should be coming in the next update
It is a games environment, yes, and before baking and breaking down into modular pieces it was 270k tris, after modulating it's 150k tris, and it'll probably go down a bit more after I bake in the bevels - but I'm not particularly concerned due to time constraints; I have a 400k tri limit and I want to be working for companies like Creative Assembly, Ubisoft, EA and Guerilla games for the new generation of games, if only for their subject matter and art style. However, I am actually specialising as a rigger, not a modeller or texture artist etc - this stuff is more my fall back stuff. Looking into specialising in lighting a little too