Most recent WIP shot:
-------
I'm currently enrolled in the Modular Environment CGMA course and wanted to created a thread to share my work in progress. I don't have enough experience creating these types environments, along with trim sheets, which is why I decided to invest the time to learn these things. I hope you'll offer feedback, resources, opinions, etc. as I complete the course.
After contemplating several ideas for my scene I eventually settled on creating a small warehouse environment, specially a loading bay. I have a Pinterest board dedicated to reference that I've gathered and am continuing to collect as I go. It currently looks like this:
I spent the first week setting up the grid system in Max and creating some basic meshes that I can snap together to create my environment. These pieces aren't final in any way. Right now they're allowing me to get a feel of how the scene might come together in the engine, what works and what doesn't, what additional pieces I would like to have, etc. This is what I've initially came up with:
Currently I'm importing these meshes into Unreal and taking the first pass at blocking out my scene:
Replies
Based on some feedback of the initial wall meshes that I had blocked out at 300 x 300 (and alternative pieces at 300 x 600, 300 x 150, etc.) I've adjusted the walls now to tile around a 400 x 400 measurement to make it easier to work with the textures and trim sheets. I re-imported the some of the meshes into the engine today and took another pass at the block out. Not much has changed that's obvious, and this is what it currently looks like:
in my experience they only normally put the corner bits of cardboard on the top of the pallet/stack, as the point of it is to protect the boxes from being damaged by straps when loading them onto a truck, or by straps holding them to the pallet.
they wouldnt normally put them on the bottom, as the strapping would stretch out and only contact at the top, plus it would make the stack unstable, as those corner bits are actually pretty thick (sometimes made from plastic as well)
its a very minor detail and i doubt many people will notice it, (iv spent a lot of time unloading pallets and boxes haha)
like i said, very minor detail, but if your going for super ultra realism, it might be handy to know, especially as it looks like there will be a lot of these in the scene.
another thing to note is the pallets that are on the shelving, i would vary them up a little bit if you can, add a slight turn to some of them so they arent perfectly straight, and maybe have some sticking in further than others
iv only just started modeling, but i have spent a fair amount of time in a warehouse driving forklifts and moving pallets around
hope you dont mind the comments
with my comment about moving the pallets around, keep in mind i might just be a really bad forklift operator haha, but i found it hard to get everything even
**edit**
just thought, you could also put some signs on the racking with numbers or locations
normally they would have something like a 'bin' number or if its some kind of freight company, the shelves might be labeled with the name of where they are going or where they came from
also a 'goods inward' and 'goods outward' sign
these kinds of details do kind of depend on what kind of warehouse it is and what they do though
**edit again**
this one im not sure about, but forklifts do tend to leave tyre marks on the floor and sometimes scratches from the forks if they were too low when driving, iv attached some pictures, but you might find adding this kind of detail will make the scene really noisy and draw the eye away from the rest of it
*Edit: Someone just suggested I try the tire marks with decals so I may test that method out too.
I'm starting to try out some lighting now, which is not a strength of mine. Here's what I have at the moment:
And then I started pushing some contrasting colours a little more, which was interesting, but I think I'll bring it back to the sunset feeling and less cool/purple. This is where I'm leaving it for tonight:
Lighting is so hard to get right, its something I struggle with all the time, but I think what youve got going now is close to being perfect.
Like you mentioned its a bit too dark, it depends on if this is after-hours and theyre trying to save a buck on lighting and so on but increasing it a bit would probably be best.
@zombojoe Thanks for the compliment! As it is I think there are too many things in need of improvement for this scene to be on the market right now. It was a learning experience after! But that’s a thought I’d never considered. Perhaps a future environment after I’ve practiced a bit
A couple people have also suggested fly-throughs to also show off the environment, which I may do.
A few screenshots:
Here is the ArtStation link for more renders and the fly through
https://port-seven.artstation.com/projects/EVJ4Y2