rted my next project and decided to do a small enviroment scene.
Topic: Scifi mine shaft/entry
Things to learn: Sculpting, use of Substance Painter, Scene Set-up in Unreal4, building up a workflow
I already did a small blockout of the scene and did a some low-poly work on some props (Entry, rails, generator).
Required Objects:
Small Crate (used an old model of mine for the blockout)
Large Crate
Cylinder
Generator Low Poly
Done
Lamps
Entry Low Poly
Done
Rails Low Poly
Done
Bars
Rocks
Additional Textures:
Rock-Wall
Ground
Planned workflow:1. Blockout in 3DsMax Done (to get a rough overview of the scene)
2. Creating the low Poly Models in 3DsMax (3/8 Done)
3. Bringing Low Poly Object into Unreal to re-create scene there
4. Creating the High Poly using Max, nDo and zbrush
5. Creating the textures using substance painter/designer
As this will be my first scene any comments, critics and help is welcome.
Replies
Next on my list is the basic terrain (ground and rock wall), not sure how to tackle it.
I agree. The mine shaft entrance should be big. And since you are not making something based in real life but in a fictional universe I would suggest to make the entrance size big enough so that even a big truck, imagine something bigger than a caterpillar truck, could fit inside.
I worked a little with the entry size and added a ramp to one side.
Also I added humans for size reference and some "textures" to get a better impression of the scene.
The train was a idea of my girlfriend (one of my ooooold projects) but I like how it fits into it and I think I will redo it for this scene.
What do you guys think?
I also added some more details with nDo:
I'm not totally happy with the result (I think I have to do a rebake for the right console part), but I think the basic style is visible.
So far I finished the low & high poly model, did the bakes with xnormal and added some small details with nDo.
Next will be to decide for a color sheme and prepare the substances.
I don't see anything really wrong with this, its a good start.
The crates are also.
The train was a good idea and adds more a focus to the environment.
Keep up the good work.
The problem with the base was that I didn't saved the nDo-Forms I used for the panel lines and hatches, so I had problems to create a color ID map (all panel lines, hatches etc were done completely in nDo).
Also the big asset is a little bit terrifying for me right now (as I still have to learn how to use substance painter/designer - did only handpainted textures in the past).
My thought was to turning the two boxes into seperate objects.
As this is my first enviroment I have no experience of how much textures I should use/how many objects should fit on one texture sheet etc.
If anyone has tips how to tackle such an enviroment feel free to post it, I'm open for any feedback & help.
(Quick Screenshot from Substance designer)
@s1dk: thanks fot the px/m suggestion. Will test it once I have the ground texture done
It's my first own substance but I think it's to detailed and by this got to repetetive.
So have to figure out to create a good ground texture and how to use it in unreal.
Comments & Critics welcome
Maybe I will also add them as props to the scene (besides on the train).
Next parts to finish will be the generator and the lights (have to find a final form for them first^^).
(Direct Substance Designer Image)
I will add some more small details to it with nDo as soon as I'm home.
Rearrangement of the scene:
I removed the generator as it becomes a more permanent encampment.
The plan is to add some details between the rails and build a small platform/artifical ground plating next to the rail (between the rail and the container).
Hi mate.
I picked your image and use perspective lines (rule of thirds) to change a little your composition. I dont know if you would like it but maybe can help you in someway or another.
I changed the position of the entrance, i change the light position too, added a foreground on the left side and moved a little the containers on the right.
I really like the idea of the rock in the front.
Also it looks much more "dense" with the moved container. Will definitly give it a try.
Edit: Maybe I should mention that my goal is to bring this scene to UE4, so the focus at the moment is on getting the models done (at a state-of-the-art level) and get them into UE4.
My biggest problem with this is to find out the "go-to" texture size and in-game details for each model.
As my graphic card burned down I wasn't able to work on this project for the last 1,5 weeks
But now the new graphic card is installed and I go back to work.
Today I made the normal bakes for the container:
3Do screen with normal, AO and simple metal map
Edit:
I also did a first texture run:
Got a small burn-out/nothing worked as I want to phase, but now I'm back on this project.
After this small break I took a new look on the project and did a major change:
I will concentrate on the entry itself, so the rocks and ground is secondary and at the moment I didn't plan to do anything exterior.
Based on this I begun with the design of the interior of the Mine entry.
So far I'm at 44k verts for the whole scene.
Some shots from UE4 without any textures and default light:
I did the high poly, added details with ndo and did a rough texture:
1975 Verts
Textures are still WIP (4096, Albedo, Metal. Normal, AO)
Some update on the panels (this time 3DMax Render):
Probably last update for the week as I went to vacation now, but more will follow in May, PROMISED!
Added some more details and changed the rail:
Screenshot from UE withour any light build.
Also finsihed the modelling and base texture of the rail and one additional sidebox:
My plan is make a "base material" texturing first for the whole scene and then add decals, writings etc.
Comments & Critics are welcome.