Hey Guys!
Because i started my first professional work from May 16, i hadn´t the time to make some private stuff.
Until now, where i started in my freetime to work on a Indie Game in a small Team.
Well, its a Sci-Fi Game and im working on some Props for it.
Here is Sci-Fi Crate Number 1, still HP, but ready to make an LowPoly out of it and to bake it:
Not sure if i will continue to make some more HighPoly Crates or to finish one 100% and to start the next one then.
Will see!
Cheers!
Post Edit:
Crate Number 2
Post Edit:
Crate Number 3
Replies
First, little about it seems to serve a practical purpose. It doesn't read well as a container; just a mass of greeble. It looks more like some sort of engine to me than a crate.
Second, I don't know what platform it's for, or how large it will be, but it looks like it'll be hell to create a lowpoly for it without a relatively large polycount. Many of those large details won't read well as just a normal map on a flat surface.
If it's a large centerpiece to a scene, and not for a mobile title, than I suppose it should be fine.
It looks like it's actually supposed to be relatively small though, which could be an issue.
Thanks for your Critique!
You are saying that it looks more like a engine, then a crate. Well thats pretty good that you are telling me this. Because it is actually some kind of "Ship Repair Tool" which replaces the old damaged with the new one and gives the Space Ship new Energy
But because im planing to add more works in this thread i just called the thread "Crates" I think this is the best name for all "Boxes" i will present here
For the second one:
Well i will make 2 LowPoly Versions out of it. A more detailed one, because the player is able to see it from near and a "almost all baked" version from far away with a smaller polycount. Plattform is PC.
Thank you!
Bake Done, 6K Triangles.
Could be Smaller in Tris, but in this Case its for a small Sci-Fi Scene where things actually can have real Geo and can be a bit more rounded
Did you have any concept art?
Thanks for your comment.
I concepted while i modeled, because we have no concept artist in our team, and im not a 2d concepter.
But i used a ref. board with about 20 different crate pictures and i took the best out of them to create my own box in my own unique style.
Thanks!
So i tried to fill up the Faces as much as possible
For the next Crate i try to find a similar look but with less details, but for now... the bake is done, lets texture that thing first
For details I always try to think about "what are needed parts, who uses is and what for?"
Details are always based on tech, use and ergonomic.
Example: There are concept guns which are covered with details, small parts and extensions. But if you have a gun, you want it to be simple (so a possible repair is easy) and sleek (so it will not interfere with your other equipment or even worse, got stuck to something and it hinders your movement).
Of course there is also the "rule of cool" but there is no reason to not keep an eye on both, and sometimes a more realistic/believable design is even cooler.
For your new crate I would think of the purpose (in the game universe & in the game mechanic). Then sketch a "in universe" version and check out if it already submit the game mechanic it's used for. If not, do some slight adjustments to push it. Colors (and texture) are a very good helper on this (everyone knows red barrels explode, red flasks give life, blue gives energy etc.), also simple silhouette views can help defining the readability of an object.
Looking forward to the textured version and the next crate.
Final Unreal Engine Render. People. what do you think.
To go a Step back and to keep the Crate more Clean like the "First Pass Textures" or to keep it this way, more Dirty?
Personally I would try to add some highligh colors (e.g. some green or blue parts). This would also make its function easier to read.
Also if it's for an ego-shooter view, add decals and text.
Most of the time, real life has enough sci-fi looking stuff already as far as most basic props go
https://s-media-cache-ak0.pinimg.com/564x/6b/fa/de/6bfadeb1f35d5c3a9bbb71f5c0d7fcd0.jpg
Aside, the execution seems pretty good. Maybe the upper part could have a color layer instead of just metal ? Special gameplay elements should always be color coded. If its a repair tool, yellow or blue would be the adequate design colors.
Well, im the only artist in the Team, so i must concept while modeling
But I think its ok for a "Ship Repair Unit", its not a crate. I named the Thread "Crates" because there will be soon, more Boxes in this thread. This Ship Repair Unit is a exception. Its a pickup for Ship Energy. Edit: I renamed the Thread now ^^
The Main Story behind this Box is that it is installed deeply inside the Ship, surrounded by dirty cables, oily spots and turbines.
Thats why i tought about to make it a bit more dirty
A Ryzin Team Member told me that every Asset needs a Story, so Texturing is more easy.
And i think it would be ok , to be more dirty and scratched because, like i said, the story behind this asset is, that its installed near the engine, where its dirty and oily. Maybe its wrong, because of this, to go a cleaner way. mhhh
after all the Feedback, i decided to keep this Ship Repair Unit dirty because i think the Story with "Its intalled deep inside the engine, where its dirty and oily" sells best for this Asset. Im very thankful for your words and of course i will take your feedback to round 2, for the next Box/Crate/Sci-Fi Thingy ^^
Here Final Renders directly from UE4:
Hope you like it!
Cheers!
Create a new Unreal Engine Project with Starter Content. Inside the Project switch to the "Advanced Lightning" Map inside the "Maps" Folder of the Starter Content. There you have your HDR Sky for rendering Assets.
Im using the free HDRs from the sIBL Archive:
http://www.hdrlabs.com/sibl/archive.html
Download the Skyies you want and import the HDR Files into the Project.
Then play around with the Post Process Volume, the HDR Brightness and so on....pretty simple
That was the main reason why i started almost from scratch. Textured 100% in Painter.
so im back with Crate No2, still HP:
Bake Done! 6K Tris. Next Texturing.
Almost Done!
Next thing is a Sci-Fi Barrel, HP WIP:
Small Update on the HighPoly, i think i like it and its done.
Thanks for the Tip
i finished the Sci-Fi Fuel Barrel, final renders in Unreal Engine 4 with different HDR Background Settings:
Hope you like it!
Cheers!
While developing this Barrel, i also thought about that its very similar to a grenade shape.
I think its because of the FFD-Modifier i used started from the Middle point of the barrel.