The few past projects I've put on Polycount have been posted when they're mostly finished, so I've never really detailed the entire process, so I'm excited to give it a go.
First, I'm taking this concept from Eidos as my main inspiration.
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My plan is to break the scene into modular pieces, the walls and ceiling seem pretty repetitive. As for textures, and lighting I want to stick to the games very definitive pallatte, and that yellow/gold color. Also, being a kind of sci-fi noir, the high contrast should be notable.
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First I created a basic blockout, including the back steps and the railway entrance. From here I plan to make modular assets for the walls, ceiling and floor. Wish me luck!
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Here's a quick update on Tai Yong. I was getting a little far with the environment textures so I decided to update now before I got any farther. I did finish the sliding doors, but I hid them to help visibility as I work on the scene. Up next I finish the track area, before moving on to the lockers, chairs and vending machines and then the final misc assets like the phones, cleaning supplies and trash.
Finished up the track area. The main focus of the scene is the inside, so I didn't want to kill a lot of time on the track. I will put fuse boxes and decals on the wall later to break up the blank space above the pipes, but for now I'm going to leave it like this to focus on the assets inside the lobby area like the lockers and seats.
Real quick update, but we have seats and lockers in place!
Anyway, another quick update. I finished the famous (or infamous?) vending machine, used to kill mercenaries and soldiers the world over. This was actually a lot of fun, pulling most of my design from the kind of silly machine in the game with its "Immerse yourself in taste" tagline. Messing with a colored emissive texture, I was able to get the front and side panels, as well as the selection and payment screens/buttons lit up and looking pretty nice.
Hopefully this image will help describe my point better. Just my two cents though
Other updates include adding payphones that we'll obviously need in the future. (I actually just noticed the metal wire texture is accidently applied to the bottom rubber part of the right payphone, but that's a quick fix.) Adding trashcans. And lastly, learning how to generate static meshes along a spline object, which is pretty dope. This will allow me to create quick cables hanging from the ceiling and adjust everything instantly to my liking in engine, instead of relying entirely on geometry I pull from Maya.
I'd say the lights could be toned down a bit, they're feeling very hot right now. Maybe those tube lights above the platforms could use some kind of gradient on them, feels like a large surface area of just solid light. Maybe add a tint of colour to the light as well, looks like it's pure white right now.
Also the welcome signs and keypad screen's aren't readable, so need toning down.
Hanging cables have visible polygons that stand out a mile, so they could use some more geo.
Maybe some scale variation in the pipes on the wall? Or something to break them up a little.
Seeing a few hard edges on some of your models that could be smoothed out.
For the lighting, where are your focal points intended to be? right now everything feels about the same brightness, so maybe worth having a think about composing a few shots for your beauty renders later on and light your scene with those camera angles in mind.
@JLHGameArt I agree with the signs. I'll experiment with the emissive textures and the opacity to get the letters brighter than the background and hopefully increase readability. I believe cable components have a parameter for increasing geometry, so the tessellation isn't as noticeable.
The focal points are really going to be the back door with the lights above it, the platform with their overhanging lights and the signs. The lighting right now is all placeholder just so I can see as I drop in assets.
Sorry this is the part of the cables I meant.
Look forward to seeing how this progresses.
I'm close to wrapping this project up. I might go in and adjust the roughness maps of some of the objects like the lights and the chairs before setting up some animated cameras and movement.
I just realized I forgot about the cable width @JLHGameArt but that's really easy to implement to get more variation.
I edited together some animated cameras in the sequence editor which you can check out here. Still open for criticisms if there's anything you think I should change, but for the most part I'm really happy with the way this turned out!