Hey guys, I began working on a new environment based on
Arsenixc Bunker Concept. You probably recognize it, as it has been done by many people before.
My challenge for this project is to actually finish it... You may think that's obvious, but I have an issue with finishing the last 50-25% of a project! Anyway, other than finishing it
I will be focusing on:
High Poly - Low Poly workflow
High quality lighting
Photo-realistic textures
My main tools I will be using:
Unreal 4 | Maya | Marvelous Designer | Substance Designer/PainterFinally, what you're here for... My progress thus far.
Any comments / suggestions / critiques / concerns are always welcome and I will be giving updates weekly!
Replies
It's certainly a skill to be able to actually finish a project, I have a problem with that myself :P Looking forward to seeing more updates
I've been hard at work on some of the more detailed models this past week, as well as tweaking the lighting before I start the texturing process! Here is a close up shot of the desk.
On the desk from left to right is an oscilloscope, amplifier, receiver, and of course the television mounted on the wall. Things that are missing: a pair of headphones and a microphone. I have a handful of models left to finish (I'm about 80% done with modeling), then off to texturing!
I'm always open to starting a conversation, don't be afraid to give a critique!
I agree about the floor storage containers, I'll work on getting those lower profile to the floor. As for the wires, I completely agree with you, they look way to chunky now that I am starring at them... I'll work on slimming those out and making them more taught! In terms of lightmaps, anywhere I see artifacts I will create custom lightmaps. I have since fixed a lot of the artifacts since I posted the last main camera shot!
Also what do you mean by adding a slight slope to the floor?
The Texel density seems on point so keep it up!
So this image is definitely over dramatic but explains the point. Despite the camera distortion, the hole is lower than the initial flooring to create a slope to allow any water to flow down. For your scene if you sink the middle one lower, I believe it will add more realism to your scene. Then of course you can add a bunch of decals or textures around it to create a "wetness" to it.
Finally done modeling! After taking a step back and looking at my lighting and the overall scene I wanted to give it more of a personal touch, as if someone has been living here for awhile... So I may add a few models here and there as the textures get under way, but all the main pieces are done!
I also gave my piece a foreground. What you see at the bottom of the frame are the washer and dryer. I felt like these really grounded this shot.
I took a lot of time working on the detailed models on the desk, as I'm treating these as my hero objects.
From now on the posts will lean much heavier on the tech art and texturing side of things, and I will go into way more detail about my process. I haven't been doing this just yet because I feel that hard surface modeling is very straight forward (and boring in my opinion haha)!
Fixing this triple-post...
Fixing this quad-post... Sorry for the amateur move haha
Yeah something went wrong with polycount, I'm sorry about the blast of posts! Yeah I agree they definitely still need work.
I have added a few new props in, such as the cork board behind the desk, books, and papers on the rug. I have also re-set dressed the scene a bit to feel more lived in and used.
Feel free to critique or ask questions!
The colors and textures throw me off. Overall, the colors just dont go together well. The original illustration has a more monochrome scheme that unifies the scene, while the colors here seem to be all over the place and non cohesive. Also, The rug looks too bright and too flat, my eye keeps getting drawn to it. Part of me wants to say that just recovering the rug or removing it could solve the color problem.
The textures on the appliances and the walls just feel a little flat too. I'd consider adding some dusty roughness maps to convey some age and depth into the materials. Storywise, some things confuse me. I'd make the walls concrete rather than wood. I dont think wood is able to hold up that well underground.
Other than that, you're making craazzzzy progress! Models look great. I'm excited to see the finished product
Thanks for the critique! The cohesiveness of the colors in the scene is something I have been struggling with, and I really like your suggestion for the rug, I'll go ahead and try and tone it down to a more muted red.
As for the walls texture, it is board formed concrete! So for this technique of pouring concrete, they actually use wooden boards for the mold. This is why you can see the wood grain in the concrete, and it is a very common technique for bunkers.
Beautiful scene, atmosphere and lighting are on point.