Hi,
I'm working on this modular environment right now. It's a commercial area / mall in a space station, somewhere in a near future (not very original I know...). I started concepting and sketching myself, but then saw some great stuff from Star Citizen and decided to use that as reference. I don't want to make a copy of the reference, instead I want to use it as a starting point and create something of my own.
Most of the pieces are just placeholders at the moment.
I would like your opinions and suggestions.
At the moment its looking like this:
Replies
I've been trying to learn Substance Painter and using it for materials. Still not sure if I'll use it or just go back to photoshop...
I'm getting some strange artifacts when I take screenshots with the "High Resolution Screenshot" functionality in the editor, so I decided to use printscreen...
I'm not too sure about the design... let's see how it looks with the materials.
Still working on the elevators. I want the space to look dirty and poorly maintained.
Next I'm going to import them in unreal and see how they look.
- New Carpet: I think this one looks much better. Added some wear and dirt.
- New wall piece: SyncFlow300
- Changed the lighting to nightime
C
Added a moving fan and started shaping new modules.
What do you think? Keep it or lose it?
Changed the scene back to daytime.
After I converted the project I noticed that things looked different. Everything is darker, more contrasty and some materials way more reflective.
If you look at the floor this is very obvious. The rough areas on the floor turned almost white in version 4.12
I already tweaked a lot of parameters but I still can't replicate the look I had in version 4.11...
Any suggestions?
Everything else is looking great!
Thanks! The column is almost ready. I think I'll be able to post new images in a day or two.
Thanks! Sorry to keep you waiting for so long...
Testing my brand new fern, made with megascans textures.
Also testing sound occlusion. You can hear the sound change as the player goes to the back of the column (turn up your sound!)
Small update. Changing the look of the large windows.
I'd probably start thinking about
- initial focal point
- Interesting ceiling shapes/detail
- floors need designated areas for walk ways, specific flooring for lounge areas
- Find the "Look" you want for one area, then use the same for the rest with modifications.
- Working Big to Small , will help overall composition issues early. Otherwise it's easy to end up using your small props to make up for the fact that something isn't "interesting" enough etc.
I went back up the thread and had a look at your initial sketches, they look really promising and I'm looking forward to seeing how this one will end up Good work so far !
I absolutely agree with all the points you mentioned. Sometimes I feel I'm losing my focus on this environment. I've been working on it for some time now, late at night after work when I'm already tired. Not ideal! But I'm having fun with it.
New ideas keep poping up and I can no longer stick 100% with my initial concepts. But I think this is for the best, unless I make a mess of things that don't match each other of course... but no I think the final result will be much more interesting than my initial concept.
Here's a quick sketch I made for the new windows with a super dirty paintover in photoshop. Instead of being a station in space this will be a station settled on the bottom of a sea of methane, in the moon Titan. I thought it would look cool with an underwater (methane in this case) view. Some of the ground mud and rocks would be in contact with the external glass for a cool effect. I imagine submarines passing by with strong spotlights to illuminate their way.
It's been hard to get some time to work on this, but here's another update.
New windows.
Playing with LUTs.