I am not a professional modeler, I am an animator. Modeling is my hobby. For reliability, I put a frame from the movie, and I do the same with the camera in 3D. So I check the proportions.
I completed the ceiling in the kitchen. It was a very difficult task, because the ceiling in the film is not shown. Therefore it is not clear
how the lamps are located on the ceiling. The shape of the ceiling is difficult. I spent a day on it. I also fixed some minor bugs, for example, the technical consoles at the door now have a slightly different look. Now they are closer to the original in the film than they were before.
Looks great, it really came alive when you added the weird brown wall tiles. The lighting is also good, there is a drastic shift in recognizability between these new yellow-tinted renders and the old neutral-white renders. Are you planning to make it a playable scene that you can walk around in?
This looks really great, are you planning to make different lighting scheme's? Your lighting setup is nice atm but for example the c03 and c06 pictures you posted have a great atmosphere and I think it could benefit your scene aswell.
Thank you. Of course I plan other lighting schemes. Here is only a model. There is only a draft light in the scene. First, I will complete the high-poly model. Then I 'll make low-poly. Then I will make textures and normal maps. And then I will light the scene.
Today upresolution soft way-frames, and soft wall elements. I call them twisted spaghetti. I do them more accurately. The previous version was a rough draft.
Today made a super difficult model - a cup of coffee. It took almost two hours )) . I even found the texture of the logo to make it look more realistic.
Divided into parts Mess Hall. So it will be more convenient to make normal maps for each scene object. In the future, it will be a model library from which the entire scene will be assembled. There are a lot of repeating objects in the scene.
Replies
For reliability, I put a frame from the movie, and I do the same with the camera in 3D. So I check the proportions.
A small video of the result of the work.
Are you planning to make it a playable scene that you can walk around in?
First, I will complete the high-poly model. Then I 'll make low-poly. Then I will make textures and normal maps.
And then I will light the scene.
Sheesh! the work you've put in thus far IMHO is top tier and I specialise in hard surface, really luv'n the faultless attention too detail.
Thank you very much!
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1
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mulname: north-way bridge cafe
obj name: nw_BrgCafe_*
sub-obj name:nwBC_*
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2
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mulname: Mess Deck Rest Section
obj name: md_RestSection_*
sub-obj name: mdRS_*
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3
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mulname: West-way engineering support corridor
obj name: ww_EngSuprtCorrdr_*
sub-obj name: wwESC_*
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4
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mulname: Mess Deck Sub-Control Launge
obj name: md_SubCtrllaunge_*
sub-obj name: mdSCL_*
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5
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mulname: South-way engineering support corridor
obj name: sw_EngSuprtCorrdr_*
sub-obj name:swESC_*
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6
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mulname: South-way engineering corridor
obj name: sw_EngCorrdr
sub-obj name:swEC_*
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7
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mulname: Mess Deck
obj name: mdeck_*
sub-obj name:md_*
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8
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mulname: Mess Deck Cafe
obj name: mdCafe_*
sub-obj name: mdC_*