Hello everyone.
So I have been working on a white-box of the dock from Metal Gear Solid 1. I ended up starting over after getting enough constructive feedback about some design choices I made the first time around.
So the following images are from the old and current versions.
Original Pass *Sorry about the editor icons everywhere.*
First Rough Blockout
Reverted back to the original containers
Cargo Elevator
Temp Water Shader
End of First Pass
After working through the first version, a lot of questions were brought up about the size and scale of objects relative to one another, (among a myriad of other problems).
The only two pieces left from the original blockout are the cave shell and the floor mesh.
Lighting is copied over from the old scene as placeholder while I work. Updates from here on out should contain a new lighting pass that will focus on lighting areas of importance and removing unnecessary hot spots.
This second version is an attempt to reduce the amount of questions and issues with the space, as well as lay things out in a more interesting way.
Current Blockout
C&C would be greatly appreciated.
Thanks!
Replies
For the pallet with bags (If it's a single model), I would go back and massage the individual bags around because they are to uniformly stacked atm.
There are certain elements from both versions I like, but I am leaning towards the original's interpretation as far as lighting and mood is concerned. There is something missing in the Twin Snakes version that I am hoping to bring back.
The bags stacked on that palette were one of the things called out frequently. I am planning on reducing the number of them on the pile and also disheveling them quite a bit to make it more interesting.
Also, not in my blockout yet, are hanging wires draped between the wall lights.
Seeing all of the barrels in the environment is making me consider creating a new version of the cargo containers that are in the original. I disliked how they looked in the first pass of this scene above, but I am sure with some adjustments, they may be a viable option again.
Lighting is very bare bones for this update. No lightmap UVs have been generated yet. The UVs have just been duplicated into the second slot to have less error messages at build time. I just nuked the original scene's lights and at least mark the area of importance for the player to head towards. Other then that, any suggestions on what type of lighting would add interest to this scene would be appreciated.
Like always comments and critiques are welcome.
I like how this is progressing.
I definitely agree with reverting back to the containers or at least a mix. While the barrel pallets look nice, they make the whole area look small somehow where'as the giant shipping container made everything look grander.
Also, and that is personal preference, I'd make those pipes beefier like in the original design. That way they appear super important where now they're just two pipes sticking out of the water.
Good luck
Also, the repetition of the wire sections were called out. So I am going to go back and create a few more variations that show some different levels of wear. So some wires still connected, but loose from their housings, longer loops draped or coiled onto the ground, etc.
The other images are just different explorations for the storage container.
Still need to create rock formations, concrete with rebar hanging out, and a control switch for the cargo elevator in the back.
C&C welcome and appreciated.