Hello,
last week I started working on my new project with sci-fi atmosphere. The rough idea is to create some kind of futuristic prison with suggestion that the owners of the place use prisoners to obtain valuable (powerful maybe?) material.
First things first, I created some fast concept arts with interior design, loosely inspired by movies like
Space Odyssey,
Moon and
The Empire Strikes Back. Main scheme consists a big round chamber with hero prop in the center and smaller corridors leading to prisoners cells. The hero prop is
a muli level machine made to storage the resources obtained by/from prisoners.
Next I created a first blockout in UE4 to test shapes and scale in the 3D.
There is several more things I want to test before I go to asset creation, but I'm courious what do you think about the concept, scale and composition.
Replies
I think I'm ready to start creating assets and adding details to the scene.
I made some progress with my scene and replaced all modular assets with new ones and made some basic materials in designer to work with.
For the start I going for a neutral white and black light scenario and I will add colours later.
I have got some problems with light seams beetween meshes and as you can see in some pleaces they are still visible but it was far worst than that. I think they are acceptable for now, and gonna be masked with proper texture (trim sheet) in the future.
Let me know what you think.
another uptade to my project below. I made trims for modular interior elements and maped all of them. Also I started adding some color.
Let me know what you think.
Quick shot on the main room with core machinery. Still need to work on lighting of whole space and color intensity of core tubes.
https://pbs.twimg.com/media/EKnNFNxXkAEaCUO?format=jpg&name=medium
I think it has to do with everything in this render being completely symmetrical. I do think it's good but, there is nothing really drawing my attention to any certain focal point. Overall I think your killing it; imo I'm not a fan of the neon light shooting directly upwards on every single doorway. If I was playing this area in a game, I'd get lost so often.
another update to my scene. Added decals, some storytelling and tweaked colors with lighting.
I still planning to add one crucial element to whole scene, which, I hope bring more story to empty corridors.
So the shots:
Oh nice, thanks for good reference
You are right about focal points in this shot. I change a composition a bit, to focus more on the corridor than on the core, and still planning to add storytelling element somewhere there:
As for neons above doors, I think during gameplay one of them can be different color or flicker to point player in the right direction.
quick update, the scene is almost finished, next week I planning to work on postprocess and volumetric fog effects.
For today, meet the droids, let me know what you think.
Anyway I call it a day with this scene, below are the final shots and the video, critique welcome.
Video:
https://youtu.be/5vRBFzmJfxk
Very cool designs, I like how it turned out. Even though your work is complete I'd like to offer a suggestion for you to keep in mind for your next scene possibly? I hope you dont mind.
IMO without the text, there is nothing in this environment that would be able to indicate the narrative you described "futuristic prison with suggestion that owners use prisoners to obtain valuable material."
Happy Arting! See ya next time