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UE4 Futuristic Subway Tunnel

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LukasG polycounter lvl 2
Hello Everyone,
My name is Lukas and I just finished my 2nd year as a student in Game art.
Since, its summer holidays I started doing my own projects here and there and would really appreciate if anyone could give me some feedback and/or tips on the project im working at the moment.

Im using
UE4
Substance Designer/Painter
3ds Max
Quixel Suite (nDO in general. Found it better in baking textures)

Project Corridor 2050
Here are some shots of the scene up to date.

This is what I have done at the moment.
There is a lot to update and change. Have done a couple of graffiti textures and been recycling them for now but planing on updating and expanding on it as I move forward.


The big picture is to get it too look quite abandoned rough place yet still functional. Where technology is inbeetween what we have now and the future.




Plan for next update:
Updating the ground texture
(Have a tilable material as a place holder at the moment)
Updating and adding more graffiti!!
Updating the base projector mesh.

Edit: Resized the size of the screenshots.

Replies

  • Eric Chadwick
    Your images haven't finished loading as I type this. Using decent-sized JPGs might help you get more feedback:
    http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make
  • Crazy_pixel
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    Crazy_pixel interpolator
    I like the idea of your project, you could add more points of interest like a kiosk and escape doors to break up your floor geometry. Also more advertising signs could give your scene more realism. Furthermore change the dimension of your ground a little bit, it looks to small for a huge amount of many walking peoples (a human basemesh as reference is here a nice little option to keep your dimensions correct) At this stage you should work without decals details, you could get lost in the details.

    I'm glad to see more updates, keep it up ;)
  • JA_Upton
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    JA_Upton null
    I can't get a real sense of scale at the moment with the scene. 

    The graffiti also seems off to me, for two reasons:
    1) I don't know how far in the future this is supposed to be, but graffiti, like any art form, evolves. The graffiti seems very contemporary to me, (like what I saw every day in Atlanta), and IMHO fights against the futuristic intentions of the piece. (Maybe stencil graffiti or mural art? Seemed to be the direction things were headed with graffiti in Atlanta.)
    2) I can't be sure because I can't get a sense of scale, but it seems like the graffiti wraps too high on the wall, out of  reach for a person. Again, maybe the hallway is small, but I can't tell right now. Also, you have graffiti being interrupted by lights, like the green and yellow "Don't Hide" tag, which looks like the light was installed on top of it.

    I'm looking forward to see where you go with this.
  • LukasG
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    LukasG polycounter lvl 2

    Update log 1.1
    Thank you everyone for the feedback. Really appreciate it.
    So, resized the meshes made them a bit bigger so more people could actually go through it.
    Didn't really like the tiles I had before for the wall. (Cushions I called them) So updated those as well.
    Have changed the ground texture for the moment.
    Added a few extra things like newspaper, cardboards (Because they still be used even in 2050 I hope) etc.
    Added Stairs!!

    Made more block ins for some of the stands, ads and cctv camers.
    Thinking of adding a emergency exit which would be a huge tube that would suck the person up. (Something like that).
    Will be adding a stand for  newspapers as well. (Not old school stands more futuristic where they dont use paper anymore).
    Have taken the graffiti and the rest off for the moment will add the details later on.




    A lot has happened with the project. (Unfortunately)
    Had to re do it from scratch because the Engine made my project crash everytime I try to open it when I changed some of the render settings to make my decals solid and not see-through. After I fixed and rechanged the settings to normal the textures kept messing up rendering a 2k texture on screen as 256 and so on. So I actually dropped down on the UE4 version for the moment.
    Anywho because of that I wont be using decals (well atleast not the ones that are implemented into ue4).

    Thanks for having a look ! The more feedback the better!
     
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