Hi guys, this - as the title suggests - is a small scene I'm basing on the entry point of the Big Shell interior from MGS2.
It's not a 1:1 reimagining (particularly since a lot of the original scene is really blocky so I'm just doing my own thing for a lot of assets) hopefully people can get an impression of what I'm aiming for.
I'm still planning to add a lot more detail, I may import it to UE4 (since I need to teach myself how to use that at some point and it ought to look better there). Please ignore the lighting for now since that's just temporary!
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Replies
While the original is pretty blocky, I still love how much detail they put in for a 2001 game!
Now THIS is something I will absolutely have to add!
Thanks for the kind words guys
I could probably even throw in one hanging ceiling light that's slightly off, or a slightly bent handrail to help break things up.
I'm quite pleased with the water I was able to churn out of Substance Designer, it didn't take too many nodes to put together a wide roster of outputs.
I still need to do a texture for the Cardboard Box, a ceiling and finally some proper lighting (although I quite like the effect I have of the environment light right now!).
Screens and stuff here: https://www.artstation.com/artwork/Jgn4a
I'll add a render of all my modular pieces when I'm less tired...
Marmoset really isn't the right tool for producing these renders, all those real time lights chug like crazy - but when I'm short of time and can't sit around for a bake it's pretty convenient.
Thanks for the feedback
Lastly, some of the assets I made for this: