I'm definitely picking up that aliens vibe in the architecture.
I know it's still a bit early in the modeling phase, but maybe you can start to think about how you can make the corridor a little bit less generic and become more memorable than sci-fi corridor no. 534.
Whether that comes in through the textures, a key/"hero" prop placed somewhere compositionally, structural damage, an opened door peering into another room, etc. I'm not so sure.
Maybe thinking about exactly what kind of facility or area this corridor would be seen in could help. Is it the corridor of a mining facility on Mars? Is it a medical bay orbiting in space? Is it some sort of greenhouse facility or colony on another planet inhabited by strange fauna and foliage? Was there some sort of battle or are people just carrying about their typical day eating donuts and meeting at the watercooler at the ole' space office complex.
Things like the level of dirtiness, how old it is, is it crystal clean new or moderate, is it stark white which would add to the fidelity of colors of any saturated foliage being seen, is the environment rich and warm colors or cold and antiseptic, etc.
And then you could get into even finer details like what kind of fonts would be used in this facility, are there a shitload of warning signs everywhere, promotional posters for eating Randy's Space Donuts, is it a corporation with their own company logo, brand colors, and cheesy slogan, is there some sort of You Are Here map? Just something to think about while you're working on it.
I'm looking forward to see how you handle the texturing and lighting ingame.
Hello, sorry for the long wait. I finished my door and ceiling, I have now left to do random objects to fill space. (pipes, cart, etc.)
I'm still deciding on the backstory for the scene, I have so many ideas! Trying to merge what sounds logical and what doesnt.
This is looking good so far, looking forward to seeing some textures.
One thing I will say is don't render on black, even if it's just for work in progress shots. For individual models in UDK use the model viewer rather than the viewport (there is a trick you can do in Photoshop to paint over the black without painting over the model, will try and remember it and post it in here)
Hello, Long time I hadn't posted. I took time off this scene to work on my texture game, I felt I was lacking in that area. But I have fully textured this scene. I setting up the scene in UDK now. Here are some assets in Marmoset.
Hey LostLeo77, this is some nice work so far! I am really liking the curvature of the walls and the shape of the hallway. I would love to see some cool lights bringing some focus into the hallway, and also to show off some of that nice specular on the walls. It seems a little dark right now, and the eye needs somewhere to go. Even if there's a strong light on the door setting some stronger contrast in the scene it would benefit from more of that light/dark contrast. Can't wait to see the finished scene!
Hi, Fixed the lighting. Added a very subtle dust particle system. Close to calling this done.
C&C welcome!
(And if you know how to get rid of those yellow bars on the bottom and right side please let me know how to remove them)
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I've also just came up with a ceiling plan (Finally) that I am currently working on as well.
I also worked a hatch to put in the middle of the intersection.
Any and all ideas and criticism are welcome and appreciated.
I know it's still a bit early in the modeling phase, but maybe you can start to think about how you can make the corridor a little bit less generic and become more memorable than sci-fi corridor no. 534.
Whether that comes in through the textures, a key/"hero" prop placed somewhere compositionally, structural damage, an opened door peering into another room, etc. I'm not so sure.
Maybe thinking about exactly what kind of facility or area this corridor would be seen in could help. Is it the corridor of a mining facility on Mars? Is it a medical bay orbiting in space? Is it some sort of greenhouse facility or colony on another planet inhabited by strange fauna and foliage? Was there some sort of battle or are people just carrying about their typical day eating donuts and meeting at the watercooler at the ole' space office complex.
Things like the level of dirtiness, how old it is, is it crystal clean new or moderate, is it stark white which would add to the fidelity of colors of any saturated foliage being seen, is the environment rich and warm colors or cold and antiseptic, etc.
And then you could get into even finer details like what kind of fonts would be used in this facility, are there a shitload of warning signs everywhere, promotional posters for eating Randy's Space Donuts, is it a corporation with their own company logo, brand colors, and cheesy slogan, is there some sort of You Are Here map? Just something to think about while you're working on it.
I'm looking forward to see how you handle the texturing and lighting ingame.
I'm still deciding on the backstory for the scene, I have so many ideas! Trying to merge what sounds logical and what doesnt.
Here are some shots of some assets to populate my scene
Barrel/Capsule
Fire Extinguisher
Monitor/screen
One thing I will say is don't render on black, even if it's just for work in progress shots. For individual models in UDK use the model viewer rather than the viewport (there is a trick you can do in Photoshop to paint over the black without painting over the model, will try and remember it and post it in here)
(Black is where glass material will be placed)
C&C welcome!
(And if you know how to get rid of those yellow bars on the bottom and right side please let me know how to remove them)