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Space Station Overtaken

polycounter lvl 18
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cholden polycounter lvl 18
I've been working on a game project with a programmer pally, and you may have seen some of my practice/concepting around here. With the holiday vacation, I get a week to put some time into it.

The idea behind the level is grounded in current space stations, cylindrical tubes with round hatch doors, but don't worry, designs are already in place for larger, more open rooms. For storyline purposes, the environment is decayed and ruined after a hostile parasitic take-over. Artistically, I'm aiming for Aliens with a hint of old school FPS (Quake2).

What you're looking at:
So far, I'm spent about a day on this (Saturday). There are no real diffuse or specular maps to speak of, just a simple color/rust overlay with first pass normals, and a few other this-and-thats to get a feel for the overall aesthetic look. More color? Yes, it's going to happen. The glow is there to give an idea of what might happen with the lights. The ceiling is just the floor, and yes, I'm going to fix that. Overall, the modeling isn't currently much more than a cylinder within a cylinder (Huzzah!). Here's a viewport print screen from max:


http://chrisholden.net/station03.jpg

wires:
http://chrisholden.net/station03w.jpg


Much more to come in this progress thread. Possibly some in-game shots sooner than later (later than sooner?). We've already got working movement, weapons, etc. in-game. If anyone's interested in modeling a zombie astronaut (astrozombie? Zombienaut?), I've got a ton of reference!

Whew! That's'a spicy write-ball!

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