LATEST
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Started up a block out of a sci-fi corridor in hopes to update my portfolio with more current looking art :P
I also wanted to try to create something without a concept. So far, it's kind of a mish mash of inspiration from Aliens Isolation, Unreal Tournament 4 Outpost level and other cool looking sci-fi art from Artstation.
Currently trying to figure out what I want to put at the end of the hall, instead of just repeating it
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After the high poly initial pass, I'll do another pass on the high poly to add smaller details. Then make the final low poly bake and asset. Hopefully I'll have more consistent progress instead of having a two month gap
Quick 3ds max render:
Still not happy with the design of the door and will need to redo it. I spent most of my time with the flooring. Did a quick lighting pass in UE4. High poly for the pipes and computers need to be done.
The overall scene looks cool Waiting for updates !
I also did a photobash (and color grading) of a suggestion I received to perhaps give my scene more focus and a story, The idea is to have the end of the hallway broken due to collision or shots from outside. Here's the photobash:
I think this looks pretty cool but I'm open to any thoughts. I can have floating debris and wires inside the corridor and other things. I think I'll move toward this concept
Hi alexk,
maybe I would try to model some other panels from ones you already have in order to vary a little your walls.
- Opened up the end of the hallway
- Created space skysphere
- Created planet
- Messed around with color tinting (not final)
- Added some small elements to my photobash/concept
Going to block out the space ships next, then back to finishing up the highpoly and bakes for the corridor
Animated gyfcat of the planet:
https://gfycat.com/QuestionableCompleteDiamondbackrattlesnake
Current progress shot:
Small tweaks to photobash/concept:
- Blocked in two ships, slapped on a random texture to it
- Baked out ceiling light and one other wall divider/trim
I think the next main things I want to tackle is to fully texture something in order to set the quality and style for the rest of the modular parts. I also want to revisit the flooring and redesign it a little. I don't like my thing with the two red emissive lights, probably try to redsign it.
Changes:
- Fiddling with lighting again
- Added a grill top to the ceiling lights
- Created the broken parts and some debris. There is no textures on the debris at the moment
Things to do next I hope:
- Continue with destruction elements, adding things like wires, pipes, structural stuff instead of just clean breaks
- Need to make a ceiling
- Add unique details to my modular wall pieces like a missing panel, cables spilling out
https://www.youtube.com/watch?v=aTIAsqd4NCg
Looking forward to see your next geometry pass.
Im also in the need of a Sci-Fi Environment, so im just stalking your Thread ^^
Add some damage marks caused by explosion or shrapnel on the left hand side of your scene.
Try removing the white halo light from the broken piece (off due to damage)
Lastly insert some cables, wiring or chassis like elements to your broken pieces it ll help sell the seriousness of your comp.
All the best, looking forward for final one
For the space skydome, I used Spacescape http://alexcpeterson.com/spacescape/ to create the texture and used this tutorial to setup in UE4 https://www.youtube.com/watch?v=JSRsQpRfDlk
Hope this helps!
In addition to adding stuff to the blown out bit, I think you should add more debris, to the hallway itself. It looks a little off putting for the hallway to be surgically clean, with a hole in the end of it.
Can't wait to see where you end up with this.
Since my last post, I was working on making the debris look better...
But I started to realize that my scene is just debris and destruction with no real focus. I got feedback from some friends and they felt that I had only half of a story in my scene. So, I thought about adding in an escape pod and adjusted my composition with that in mind...
Unfortunately, now my hallway slipped into the shadows in order to make room for the escape pod being the focus. I think that the escape pods was a good idea but it's meant to be it's own scene apart from my hallway. So, I adjusted my composition again and got rid of outer space altogether, instead focusing on the hallway as the main environment...
I saw this and I thought "Wouldn't it be awesome if I had some sort of Matrix style sentinel robot at the end?" I've never modeled a mech before but it would be a perfect hero prop and an amazing story element! What the heck! I'll try blocking it out and see how it goes...
So, finally, I'm happy with my composition and story with this scene! I will be blocking out the rest of the mech, do a high poly, bake and texture. And maybe... just maybe, I'll finally be finished with this scene, haha