---------------------------------------OLD POST--------------------------------------------------------------------------------------------------------------------------------------------------------- Hey, I've been making this for a little while the cool Star Citizen corridor. Here are some shots of early progress, almost done with modeling now need to add more of decals and do the texturing.
Original piece/ my inspiration was made by awesome Matthew Trevelyan Johns I'm trying to match this style most work seems to be done in decal department. Thinking of adding something around the doors at the end so it's not so empty, any suggestions?
it's actually pretty low poly. And yeah I used decal trimsheet.
Did you model it out or made it in Quixel? I was halfway through my trimsheet in Quixel till it was completely unstable and crashing all the time. Now I am planning on modelling as soon as I am done working with my tileable textures.
@DeathstrokeFTW LVG is on point with the video. And where you place decals inside decal sheet does not matter as long as they don't overlap. And on the mesh you just place them where ever they make sense.
General question out of curiosity: I've never made a 1:1 "copy" of someones art, i "steal" but i always try to bring something of my own to the table. When you recreate something like this, how much are you motivated to replicate every fine detail exactly like the original? (example: the dirt) I ask this because i am a perfectionist and i would push it, on the other hand i never had interest in doing exact replicas, because i always thought: whats the point? its already there....But I can understand the challenge it means. So do you want to make a indistinguishable copy of the original or are you satisfied when you reach an equal technical and artistic level.
@DeathstrokeFTW Lighting is super simple atm just 4 spotlights. @Ryusaki I aim to create similar not exact result. The reason I do this is that I really like it, I mean I don't think this could get much better than it already is that's why I couldn't resist making it. Also, I tried to find an awesome concept (painting) to recreate but couldn't find one. All in all I do this to learn, and having an awesome example helps me to push this further. At the end of the day if I can replicate the original piece I'm more than happy. Also I did add a fan that was not there originaly and Im still looking to add cool pieces to this. And yeah this is my first Scifi environment.
@Menchen I did that so I could use modular approach and when I started I didn't realize how much you can do with decals. I'll try to remember to make some wire renders tomorrow. @DeathstrokeFTW here is one (not sure if this is a final one) I have multiple ones. @Klawd Thanks!
I believe this is quite obvious to you, but I'd like to point it out in case you have missed it. The Zebra floor with the "Caution" text is quite clean compared to the other metal pieces around it.
I should have been more specific I needed to brighten dark albedos, not shadows, played around post process increasing gamma makes image look washed out, so looks like Ill need to adjust textures a bit Heres AirCooler quickly textured
Keep your dark tones above a value of 30 for each RGB channel and you are fine. An easy way to check and correct this is to use the PBR safe color node in Substance Designer.
@DeathstrokeFTW Yeah most panels are meshes but as far as decals go give them color and deep normals and you should be fine
I did but for some reason they won't look much like yours. I modelled them all. Right now im stuck with exporting my decals and substance designer crashing when exporting textures. I might have to get parallax working in UE4.
Awesome work! Did you model the corridor in one piece and then cut it up or did you plan a modular setup right from start? Which UE4 decal material are you using - translucent/translucent or dbuffer decals? I´m learning how to set up my mesh decals and started to use a translucent/translucent material, because I can have access to the metal channel. Best regards, Michael
@FogGobbler Thanks! I started and ended with modular setup I tried every way and ended up using Dbuffer decals. If you need metal translucent is the way to go.
Replies
@EliasWick Thanks, dude! This is all done in 3ds max and rendered in UE4 nothing fancy, at this point haven't even started texturing yet
Input panel or bio-metric scan or you can just make the door bigger. You can also add benches or chairs.
Great job by the way.
@DeathstrokeFTW it's actually pretty low poly. And yeah I used decal trimsheet.
Will need to retouch roughness.
General question out of curiosity: I've never made a 1:1 "copy" of someones art, i "steal" but i always try to bring something of my own to the table.
When you recreate something like this, how much are you motivated to replicate every fine detail exactly like the original? (example: the dirt)
I ask this because i am a perfectionist and i would push it, on the other hand i never had interest in doing exact replicas, because i always thought: whats the point? its already there....But I can understand the challenge it means.
So do you want to make a indistinguishable copy of the original or are you satisfied when you reach an equal technical and artistic level.
@Ryusaki I aim to create similar not exact result. The reason I do this is that I really like it, I mean I don't think this could get much better than it already is that's why I couldn't resist making it. Also, I tried to find an awesome concept (painting) to recreate but couldn't find one. All in all I do this to learn, and having an awesome example helps me to push this further. At the end of the day if I can replicate the original piece I'm more than happy. Also I did add a fan that was not there originaly and Im still looking to add cool pieces to this. And yeah this is my first Scifi environment.
@DeathstrokeFTW
here is one (not sure if this is a final one) I have multiple ones.
@Klawd Thanks!
@macoll thanks, Will do
Any 1 knows how to brighten only darks in ue4?
Heres AirCooler quickly textured
I´m learning how to set up my mesh decals and started to use a translucent/translucent material, because I can have access to the metal channel.
Best regards,
Michael
Thanks, @LVG I'm planning on doing dirt/wear and roughness variation with decals