Having a crack at a Halo corridor. I am smashing together a bunch of concepts I have found to try and offer up something a bit unique.
I haven't really built an environment before and from my last attempt at one I have made sure to dial this one back to within the realms of achievable. Still a lot to go and always keen for feedback as I go.
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This is the layout that I am basing it on. That's why the rail is there. The corner look like it has a drop and the other rail looks to block off players from the wall generator things. But like I said I am mashing together a lot of different reference so if the rail doesn't work I can easily ditch it.
I was thinking of maybe trying to mash it up with doom. Make it look like the demons have come to the halo world, but might be too much of a stretch.
Here is just a quick update, I struggle the most with colour, how to pick colour themes and knowing what works well together. For example I want an orange overall material for most of the objects to tie the environment together, but finding a good orange that will look right with the hazard yellow and other colours is a bit of a struggle etc.
Also I am wanting to take this all and make it more "Doom" inspired. My god Doom is such a great game.
All of these are still way off from being any where finished. As always keen for feedback and crits! :awesome:
The permissiveness is way over the top and the textures just aren't popping yet. Need to figure out how to light this properly as well.
I'm getting some weird highlight around some of the geo. I think I may have left some roughness in some of my dirt texture but when looking at the roughness channel in Substance there seems to be nothing there.
Lastly, I am really enjoying playing with UE4 but god damn I wish it had the same controls as Maya haha. The panning is opposite with the middle mouse. Haven't figured out how to change it yet.
Just trying to get some cool floor shapes here and wall supports. Not even sure if you'll be able to see it in the render at the end. But still good practice.
Hi @BucketOfNuggets !
if you use Substance Painter, there is this tutorial from Allegorithmic that explains export texture process, maybe it can be useful
@gfelton Thanks mate, hope not to disappoint!
I Think I am slowly getting there, added a few more things into UE4. Started playing with the texture editor in UE4 to play with roughness values. I really dig how UE4 lets you play with the textures. Much better than Unity.
Does anyone know why the scene looks different in the Viewport as opposed to when I "play" the scene.
Just going to make the roof next and than more props. Still need to get some colour in this scene and zazz up the lighting.
Always keen for feedback
Was thinking of maybe having a guys shadow come out of the door on the side menacingly and not showing exactly what it is.
Either way throw some feedback at me, always keen on how to do things better and ideas. :chuffed:
I will make a computer screen for the corner like in the concept and maybe make a computer terminal for the door as well as another crate to break up the floor a bit.
I went in to the substance file and turned down all roughness on my dirt areas and what not but I am still getting a weird high lighted section around certain section
Also thinking that I might just make it a simpler walk way like it is now instead of having the second door. Will be easier to light and easier to read.