Home 3D Art Showcase & Critiques

MGS1 Cargo Dock in UE4

bfasten
polycounter lvl 11
Offline / Send Message
bfasten polycounter lvl 11
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
H6P2iNr.png
Reverted back to the original containers
T15A6uU.png
Cargo Elevator
EvYnZKf.jpg
Temp Water Shader
qfqvNw2.jpg
End of First Pass
TnFZUWu.jpg

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

6SS5ahf.jpg
ZIaxU97.jpg
XeXN5oE.jpg
0T6U0W2.jpg
UgTaggo.jpg
TN1ftTW.jpg
XIiTcEO.jpg

C&C would be greatly appreciated.

Thanks!

Replies

  • Shurkuris
    Offline / Send Message
    Shurkuris polycounter lvl 3
    Post some of the original MGS1 screenshots that your basing your new one off.


    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.
  • bfasten
    Offline / Send Message
    bfasten polycounter lvl 11
    Some of my reference images off Google.

    dvE3X7E.jpg
    mjowjuS.jpg
    1znWrxJ.jpg
    zdvXnOA.jpg
    e13feFf.jpg
    OBVWqVl.jpg
    Mz4fX1G.jpg
    ssEOojr.jpg
    H7A429C.jpg

    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.
  • bfasten
    Offline / Send Message
    bfasten polycounter lvl 11
    So I have begun swapping in proxy meshes into the scene.

    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.

    98SlAgp.png

    EmjBJJ5.png

    qO3THPK.png

    KRpKWsR.png

    UGeqZ8V.png

    G3gAlvW.png

    ieA9nPq.png
  • NomadSoul2501
    Offline / Send Message
    NomadSoul2501 polycounter lvl 10
    Hey,

    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 :)
  • bfasten
    Offline / Send Message
    bfasten polycounter lvl 11
    I agree Nomad. Right now I am sketching up some different "pod-like" structures that would fill the same volume as a palette of barrels. I will post an update tonight with some different thumbnails and meshes.
  • bfasten
    Offline / Send Message
    bfasten polycounter lvl 11
    So, the pipes have been enlarged by 50% and the layout has been updated as well. After getting a few more opinions on them, some of the suggestions were to add secondary sets running along the larger pipes and on the walls.

    8KXXWNb.png

    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.

    u5Zpuja.jpg

    4O5M1BH.jpg

    5qxxIpb.jpg

    4J6kRLq.jpg
Sign In or Register to comment.