It's about time I started posting something new, so lets get started with the concept I'm working from.
Now that I have a block out and some lighting done I'm going to move forward with texturing. This is going to be my first big push into PBR so I'm gonna really push getting that right up front while also working with layered materials in UE4. I have a few shots so far to give an idea of the space I'm working with. My goal is to create the sense of abrupt abandonment/disappearance and the passage of time, without using decay, rust and things falling apart. To accomplish this I'll have parts iced over and as I'll describe for one of the shots below, the growth of some plant life.
One thing I already feel like I need to change is the saturation in the lighting. Any feedback on the compositions, lighting, my goals or anything else is greatly appreciated. Now onto the screenshots!
Some of the metal pipes will show heavy frosting and freezing, and in some cases I'll have icicles hanging down. The only spot where this wont be the case entirely is the entrance to the hydroponics tube. As the pipes enter the wall the ice will have started melting and dripping onto the stairs below.
Here I'll have an opening in the floor with a ladder coming out the top, suggesting some sort of maintenance entrance. Tools and other things will be laid about near it.
This is maybe a bit of a Kubrick reference with the one point perspective, but I'll have frost going up the shaft in the ceiling and ice/frost around that area, maybe even a bit of water pooling on the ground below.
This image is of a hallway hydroponics tube which will have plants that produce oxygen behind glass enclosures going all around the tube. Near the entrance to the tube will have broken glass with vines and growth moving out of it onto the stairs. If anyones seen the movie Sunshine you'll have an idea of what I'm going for.
I don't think I'll end up using this one. It covers most of what the first one does and with the hologram above the projector on the floor I'm not sure it would work very well. I'll see once I add the hologram.
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Can't wait to see more !
@RILKE: Thanks!
@Auldbenkenobi: I'm using dynamic lighting so I didn't worry about lightmaps, but I was getting a lot of strange light leaking in spots so I ended up unwrapping everything really quickly anyways. This is my first interior lighting scene in UE4 so I don't have a perfect workflow yet. In the past I'd do a blockout, quickly UV so I can get decent lighmap bakes and just let it go from there. Most of the models I use for a blockout are just proxy models as it is so I don't want to spend too much time with them. I hope that helps!