Hi all,
I haven't posted in here in a while because I a) created a new account to better match my other media outlet names, and b) I've mainly been posting work updates in Discord. I thought it would be good for me to get additional feedback on my project through Polycount (hence this thread) and to engage more with the community here too.
I've always found it difficult to work at home but over the last couple of years I've used Twitch to stream while I have been working. This has been a great way for me to commit to creating artwork in my spare time and I've managed to produce some good portfolio pieces by sticking to a stream schedule. I stream twice a week (for a couple of hours each) so expect frequent updates to this thread. If you're interested in seeing how I work and communicating your feedback with me live then please head over to my Twitch (or Youtube) channel and chat to me through that. I stream Mondays and Thursdays at 7:30pm GMT.
https://www.twitch.tv/griffitiihttps://www.youtube.com/griffitiiThanks for looking in!
Replies
This was meant to end up being a hallway environment and was my first venture into UE4 back in 2014. I decided to take the theme of this project (industrial) and create a bigger, more expansive environment from it. For reference I'm looking at films like Iron Sky and the city of Zion in the Matrix. I also have a Pinterest board full of industrial reference and another one with more refined images that I'll be looking at for this environment:
https://www.pinterest.co.uk/griffitii/environments-industrial/
https://www.pinterest.co.uk/griffitii/project-ref-hallway-complex/
I love the idea of function over form and having corridors and areas surrounded by and covered in pipes and cables. I'm going to be taking a very modular approach to this environment so that I can reuse as many assets as possible but also mix up the environment so that it's not obviously repeating.
04/02/2019
I started working out kit elements and decided on a grid dimension. I found that 3m x 3m (xz) x 6m (y) was a good sized element space to fill. To keep with the industrial look I want but also provide space for the player and additional elements this size gave me plenty of space to work with. Here is my first block out with a couple of kit pieces inside of Modo:
When I came back to this layout ^^ I wasn't particularly fond of it. It's very flat, samey and quite a boring space but I did like the verticality created in the lower area of the level. I decided to make the environment fill a smaller space but focus more on this verticality:
Already there is much more interest with walkways bending around corners, climbing up, down and across. I also added in a water plane to make it feel like the player is at the very bottom of the world.
Continuing on with the verticality, I expanded the environment outwards and upwards to form structures. I also walled the complex in so that there is a definite end to the area. My making use of new kit elements to add a bit more detail to areas around the level:
More expansion with the kit both horizontally and vertically. There are four exits around the level, one on each wall. I've linked these up to the main medley of bridges. I've also added in a tunnel at the water level as an entrance/exit to the place. I think this makes the world leave more connected and part of a bigger world.
Further additions to the level with the kit especially around the outer edge of the level. I also got the block out into Unreal to check that everything looks and feels right to the player. I often stay in Modo until this point as I find it quicker to layout and test out the kit. If I move to Unreal too quickly to test a kit then I feel like I'm locking myself into it. Staying inside of Modo allows me to make new kit parts, modify existing ones and test them very quickly.
So far so good!
Added another tunnel entrance (perhaps this area is one of many interconnected places), finished the outer rim of the area and added in some larger pipes to help push the industrial look of the place.
I think I'm in a good position now to focus on the individual kit parts knowing how and where they are being used in the environment. I'll be breaking each part down into elements and creating multiple variants that I can piece together in different Blueprints in Unreal. This will really help keep repetition to a minimum.
I have tested it a little, works on very complex meshes and is fast. Good luck with the rest of your project.