Hi Guys!,
Recently I started a new environment as it's been a long time since I last did a personal one, so wanted to do something small without concept and to have some fun.
At this stage I am just trying shapes that I like and see what I can come up with as I currently don't have a clear design in mind. Here is the progress so far.
![](https://us.v-cdn.net/5021068/uploads/editor/l7/8zujwk6xltxh.png)
A few of the references I gathered as the style I will follow.
![](https://us.v-cdn.net/5021068/uploads/editor/ms/kjq31risa4w4.png)
![](https://us.v-cdn.net/5021068/uploads/editor/zt/nxv831osw95z.png)
![](https://us.v-cdn.net/5021068/uploads/editor/ba/y88fmxlbesg0.png)
![](https://us.v-cdn.net/5021068/uploads/editor/fc/yzjsj7ecl0jp.png)
Also, as I am working this one at lunch, at home I started some materials and currently working on the trim sheet.
![](https://us.v-cdn.net/5021068/uploads/editor/tk/qlzr76h2kv1t.png)
![](https://us.v-cdn.net/5021068/uploads/editor/02/5f2vylwnnpeh.png)
The epoxy is already adjusted so that I can change the color inside the engine.
Replies
Here is a really quick and small wip on the trimsheet applying the bare steell on the trim sheet. This weekend I'll be probably going to be testing in the scene to keep tweeking it.
Looking forward to seeing where this goes
Also the following screenshots are following some of the first camera shots.
And back home started the painted metal material, to use in the scene, the color is adjusted and prepared for blending inside the engine.
Maybe change the shape of the pillars.
Keep up the good work.
@macoll Thank you man!
I am planning on uploading this weeking the first in progress shot on the walls and pillars.
Tomorrow will be focus on the columns and the door walls section with the pipes as currently its preety flat right now. The week focus will be to finish blockout and apply some first ligthing and trims on meshes.
Changed the view to light density as I liked more to see shapes
Besides the eveness, I would try and push the forms of the walls and where all the elements meet, put your time into the transitional areas and your detail and depth. Like the pipes get some nice shadowing and value contrast, having more around your door and where the walls and doors and ceilings meet will really make it feel more solid and have more value contrast in the modeling stage. Dont be afriad to push and pull things to make them have more depth and play with forms! I'd also like to see some variety, and a ceiling that isn't divided down the middle and symmetric.
Anyways hope this all helps looking forward to an update!
Here some some instances where I have given similar feedback and should
give a solid example of why it matters if you're interested, if not just ignore but I think it's cool stuff.
"This is beneficial at times because it's similar to a photo, you dont want the subject too centered or the eye has nowhere to look. IN the same way your not placing strongest visuals centrally in this case will help the eye to wander to the rest of the design
I would try and focus on breaking your habit of evenness though and find new ways to remove it, from form to shapes, to composition to even placing a detail in the middle of a line. Those are just a few quick examples of this but will quickly help you to make your design read better but also feel more visually pleasing.
Here is another example I made of the more abstract idea of WHY evenness matters. A good way to see it is remember when you're a child and draw you will tend to space things evenly. When people organize things like pencils on a desk they often mindlessly place things evenly. Here is a good example of a childs drawing to illustrate. So in the same way that the natural world often doesn't distribute even, and has high contrast in many ways, we must incorporate this into our designs. We can give our scifi designs even this natural and pleasing feeling if we desire."
anyways I know this is long but hopefully it's helpful:)