Decided to start a new project, I am aiming to create a bunch of props and modular assets that could be used to build a Test Chamber Scene in Unity.
This will be to test and improve upon my current workflows for Trim Tiling and High to Low poly Hardsurface modelling.
Some new things id like to try out during this project is Working with Substance Designer possibly (just for the trial period) and getting more time working with bringing assets into Unity and working with Timeline and Cinemachine.
Ive given myself a deadline of One Month (end of april).
So to start things off ive done some visual research, utilising both Google and playing a few levels of the game and taking screenshots.
Then followed that up with some breakdowns of the screens taken while playing, figuring what could be trim, what could be tiled and what will be hero props.
next stage will be blockout and figuring out the scale.
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The Orange Box (170cm tall) is my human scale ref.
Ignore the UV issues witht the blockout scene, theyll be swapped with the propperly UV'd assets when ready.
Main issue I can identify at the moment with the materials is Portal Floor could have used a lighter value closer to Portal Wall, and Non-Portal Wall could be a darker value.
So. You use very little amount of geometry yet, and if you stay with the simple rooms, I think you could easily model out the Big extrusion/bevel on the floors/walls. You would also gain better shadowing and occlusion.
Keep going.
I have two things to say about the textures. Although I played both of the games, and I know the second one had some of this, I think the dirt and patchy leaks doesn't make much sense. In the game these panels are moved by robotic arms, so scratches and mechanical damages would first of all make more sense, and would look better too. The dark metallic plate thing looks especially bad. Sorry.
My second thought about them, is that they look like they have some weird shading going on, they feel like they have metallic in them (the white panels). I always imagined these guys as either very rough thick and strong rubber, or plastic.
I think if you must want to stay with the boxy and such simplistic architecture, maybe you should go with a more clear style texture wise, and sell it with some clean renders.
and yeah Imnot happy with the metal tiles either, will get back to them later.
I guess where I was trying to go with the tiles was a ceramic surface, maybe switching from the Standard Metal to Standard Specular shader in unity would help?
In my opinion, sticking with this boxy design won't really help you, and if you are making a portfolio piece, you should try to get as much out of it, as you can, and try out some new things, and adding more leveling to it won't break the feel of it, at all. It would just make it looking less last gen.
Anyways, do whatever you feel is good.
model
One idea im currently thinking of on where I want to take the scene presentation-wise as cinematic or interactive piece, is having the player (or a recorded 1st person asset, still need to look further into what Timeline can do) solve the cube-button puzzle like normaly playing the game, getting to a next area to access the portal gun (planning to model it and add it to the scene) only to have the walls pull away (Portal 2 style) and find themeselves surrounded by turrets.