Hey PC!
This is my little 3D Blog / Progress thread on my current portfolio project I wanted to share with all of you.
small pre-cursor: (Skip if you don't care about back stories / starting ideas for a project)
I've been on a quest as of late to increase and refine my modelling skills, after a couple years ago of being super... super humbled by the likes of the legendary Paul Pepera, and people like Connor McCampbell. After seeing work from these super talented folk, I was inspired to make something, that would hopefully do them justice in some respect. My rabbit hole of research on Astroneer (One of my favourite games of all time) led me to learn all about him and Adam, and was a gratifying awakening to how much I could increase my skill sets in modelling. Coming from a Maya/ Zbrush background of 6 years, I begun to slowly feel limited in my creativity when modelling in Maya, and found myself relying on Zbrush way too much at times to explore my designs and conceptions. Hard surface, is hard ass work and I begun to realize you need all the tools / versatility at your disposal to soften the blow. I needed to find a way to level up. :P
This is what got me started on researching the people before us. I thought, "I need to look to those who've come before me who've done it better than I could ever do now in the present." You know, imitation being the sincerest form of flattery and all... and a great way to learn. All while working a separate job that was Maya based.. I began slowly researching, and trying to transition to 3DS late last year (round October-ish). To see what the fuss was all about. I found 3DS has a lot of aids to make hard surface easier in some respects, I found that conclusively in some aspects it felt clunky, but the level of control over your meshes.. Is fantastic, and love modelling / designing in 3DS max. It's sort of like sketching in 3D due to the modifiers. I believe art should be as non destructive as possible cause it helps get your roots laid down so to speak. I realized ultimately, it doesn't matter.. what DCC you pick to use, but you need to find what makes you most comfortable that matters most. For me currently that is max. But who knows that may change in the future.
I'm now in full production mode, and soon to be wrapping up the modelling. Although with a new job opp on the horizon, it may be slowing down a little here and there. There are some small things still yet to be finished and touch ups, but I've already begun transferring everything in UE5, where I plan to make this a full game ready environment with ray-traced lighting.
Then I got the idea to come here and blog the progress and share it with all of you guys! Share the journey with others as I push the ball forward on this little idea I had. The idea, is a SciFi Ore Processing / Hazardous Material Processing Station. You know.. the sciency unexplained futuristic processing nerdy stuff! haha
I was thinking of posting the starting block-outs from the screenshots I took when I first begun this piece, right from the start to now. I'm not sure how many of you would be interested or benefit from that, but if it's something anyone would like to see I can do that. :)
Criticism is always welcome, and I'll take it into consideration as I chisel away.
Cheers, and thanks for reading if ya did!
Matt
Replies
Couple block out shots and concepts for the maintenance vehicle's arm head piece:
Was prepping lowp's for the main Delivery Ship, when I realized I wanted something a little extra for the hoses / pipes in the cut out areas, adn break up the bigger shapes
Started concepting :
Settled so far on this. Liking the coily tops. Sort of like a service panel on the outside hoses as well.
Little bit of light exploration with Blender Cycles X. Accidentally put a bit too much of a contrast curve on the render :X
Finishing up designs on the fuel hoses - At least that's what I think they are lol - refining and trying to make sure there is interesting shape language but functional.
Corrected the lighting for my preview lighting tests. The light bounces are gonna be fun in UE5 lol
Another render then resuming optimizing meshes for UE5.
Decided there was still more modelling to do, to add some extra functionality to the environment to promote more 'believability'
3 min light setup with Arnold in 3ds max. Plus more modelling additions.
P.s - This environment has unfortunately been put on hold due to other commitments.. I plan to get back to it when I can.
Some other little details to be added here and there but, otherwise low polying / UVing and texturing is to begin, but not sure if I want to go for the environment first or perhaps begin with the delivery ship in the middle and considering showcasing that first as a separate asset. Then display it also in this environment. All in all looking forward to getting the rest of it into unreal 5, and start fleshing out what the final mood and ambience will look like for the lighting.
Overall, not entirely sure which route I want to go, but I think I am leaning towards GPU lightmass for the overall finished look. Then perhaps switching it over to lumen and releasing a version of it with Lumen as well. Just for contrast's sake. Classic baking workflow obviously takes longer, but it's also the more efficient route, for an actual 'game ready, 100fps+ environment'
Hey Ruz!
Anyways here is a progress update with the texturing.
Not entirely sure if I am sold on the sliding door on the side being orange. Will probably play with the colour or saturation. I do want that part coloured... orange seemed like a good idea but finding it matches the 'burnt' areas on the port window and 'sidings' too much.
Another take on the door, I am liking this one better so far.
Some more progression on the Command Module / Delivery Ship.
Really liking the outcome so far. Trying to make sure my white balance is in check is always a fun struggle. Re-did the charred look as the charring wasn't to my liking when compared to my reference. (NASA and Space X charring from plasma upon atmosphere re-entry)
Also incorporated a bug / insect inspired solar panel design which definitely sort of resemble bug eyes of some sort. I think it looks rad! I could be wrong though lol
Moving on to the last portion of texturing for this asset which would be the hinge device that holds up the ships lid. Then on to other portions of the environment.
Not sure how I feel about the front door of the ship, might change it.
Experimenting with logos and company names for the ship. Plus a cheeky space slogan of some sort on the door. (It may be subject to change lol)
Also signs and materials for the scifi pillows
then have secondary fill lights supporting the scene and providing a consistent fill to the surroundings so things are still visible but not matching the light intensity of the center point
Hey Darren! Thank you very much for the feedback! You mean that bright spot at the back on the top?
Yeah the lighting is 'roughly' set, but definitely not finished. Been tweaking the lighting after I got it like.. 75% of the way. Knowing it'd have tweaks as it went on. The background light there have some bright spots I am aware of just haven't adjusted it quite yet. Also that center back wall will have windows with light bleed coming through them (cause it's the 'control center' back there. (think shadow silhouettes being able to be seen through it but blurred, suggestive detail)
so if I am understanding your suggestion correctly, you mean the 1) that I circled there as the 'back wall' and the indirect lighting that it's contributing to the scene needs to be lowered to create more depth? I want to be careful how dark I make it, as this scene will also have a fly through, and this won't be the only perspective shot on this piece, but it will be the main establishing shot for sure.
Cheers
Some quick renders out of Painter.
https://www.artstation.com/artwork/Ovqo8k - More shots, turntable, and quick composite shot on there as well!
Quick render update. Tweaking materials, and continuing use of the trim sheets I made.