EDIT: Video I made to show my progress and share a bit of my workflow:
Hey polycount!
I've been lurking these forums for a long time, finally decided to put myself out there and start posting. Here's a project I'm working on. I wanted to practice modeling modular assets and create a SciFi environment in UE4.
Mostly taking inspiration from this concept art piece by Atey Ghailan
https://www.artstation.com/artwork/rAyYL but I wanted to challenge myself to create a kit that would be flexible enough to create a "full" level with various sizes of hallways, rooms, corners, etc...
My main goal is to improve my modular assets workflow but I've got bigger plans for the scene depending on how fast I can advance... I can only work on this during evening/weekends. I have some ideas in mind for a very short cinematic and a few gameplay elements if time allows. Might try and release the final kit/project on the Unreal marketplace if there is some interest.
I'm done gray boxing most of the basic modular meshs and testing the kit to make sure everything snap well and is reliable.
Started to create some highpolys / textures:
Did a quick first pass on lighting & FXs to get a better feel of how the level would play.
Unreal 4 screengrabs:
I'll be updating this thread with my progress.
Still an early WIP, comments/critiques/feedback welcome!
Replies
Slightly wider and higher hallways were much more comfortable to me when viewed from a 3rd person camera. I also wanted to keep most of the main modular assets powers of 2 in size so that everything snaps on a grid of 32units. Makes them easy to use and allows them to "fit" with as many other assets as possible. Hence why I went for 512x512 units tiling floor pieces and added a "floor grill" to the sides. The way the assets are setup, I can also create thinner hallways and everything still snaps together on grid.
Do the proportion feel "off" when looking at the UE screenshots on their own?
It doesn't look 'off', it looks like a large 8-10m corridor, if it's your taste, no problem man If you want to fit the theme you showed, then reduce it, it looks less open wide indeed...
Thread subscribed, i love your Scifi meshes, gg
In the original concept, that hallway looks like an airlock, loading bay, or maintenance room. The flooring doesn't really look like something people would regularly walking over, but instead looks like it's part of an access panel, but having that type of floor design in a large open hallway kinda needs some visual justification.
I think you're right, it would look rather odd if every hallways featured this design. As they're the only textured floor assets I have for now I slapped them on the entire floor but I'm working on designing a few floor variations without the central "hole". I Intend on using these current assets mostly for some kind of "pressurized decontamination room" at the start of the level.
The proportions don't feel off to me, it's just it would add a lot if you can tie in elements that would justify the largeness, like it's made for transporting large mechanical parts or something.
Here a video I made to show my progress on this project and share a bit of my workflow.
Still very much a work in progress, comment, suggestions or critiques are welcome.