Hey guys i've been looking to do a scnene to round out my portfolio for a loooooong time now got some inspiration to do a dead space style sci-fi level i finished the first wall texture still need to do several variants also need to start working on some modular pieces:
Replies
agreed. That was my first thought as well.
My primary focus would be getting rid of the repetition of the shapes. Just doesn't work imo, especially having it only divided by a pillar with equally as much tiling going on.
Then add some more interesting details, and some more contrast.
edit: the brown is my fault also i put in a brown omni lights :P ill try to get rid of the browns and grays as much as i can when i light the scene:P
- Roof
- light terminal/banners/signs
-Computer terminal that hangs off wall(s)
- Key pad for main door
- Main door
- Pipes and wires running along the walls and beneath the floor
- Lighting!!!!!!!!! boy do i need to work on lighting :P
After you've bounced those ideas around inside your head, you should hash out a couple quick sketches (at the very least) to better plan this project out. If you're willing to start over, you should experiment with as many ideas as time permits to find out what you really want to accomplish. Just 'wingin' it' rarely ever works. I've done this before and it almost always fails.
Your work isn't bad, it's just fairly generic. Most of the others have commented on why this is the case. With some planning, you could come up with an interesting design and blow the collective polycount socks off. Do it!
Edit
Also wanted to say, good source of inspiration! If you're set on doing the derelict spaceship thing, go watch Event Horizon! Pretty sure Dead Space took some cues from it.
Paintover:
http://img.photobucket.com/albums/v92/armanguy/Wall2.jpg
Dude, those floors are retarded. I'm going to apologize for any offense I may cause, but I am going to be 100% blunt right now, as being nicer in my critiques has yet to get you to listen.
You're floors look like they were designed by a moron! Could you imagine walking down the hallway with big gaping holes like that? You'd be tripping every step of the way. Not to mention trying to wheel any sort of cart down the hall. I'm sorry, but it's just not a very flattering design (aesthetically and practically).
So my next question is - was the intent of the ship to make its crew want to commit suicide? Because day after day of seeing nothing but redundant crap colored walls, floors, doors, and ceilings? I know you haven't done the ceiling yet, but knowing your pattern, I expect the ceilings to follow suit with the rest of the scene. Let's get real, this is not interesting in terms of color, or design. It's an eye sore, and makes my eyes want to bleed. Just because it's going to be a dark/desaturated atmosphere doesn't mean it can't have colors thrown into it. I'm watching a dead space video right now, and despite the overall tone of the game being darker gray/desaturated, there are still pops of vibrant colors here and there (whether it be FX/lighting, monsters, or just signs and crap hanging up). There's nothing interesting in your scene thus far, and even though I know you aren't done yet, there's nothing really telling me that there will be anything interesting.
I know you will tell me that there are a lot of things you plan to add, like computer panels, etc. That's all fine and good, but you need a solid base to work with, and until you have that, I don't think it matters how much and what kind of detail you put into it, it will look like crap in the end.
So I suggest to you, for once, listen to what people on the forum are saying. Take your time, really think about it, plan, implement some ideas, tweak/iterate, and then execute. Because right now, this looks like just a big hodge podge of randomness.
The treads don't blend behind the door that well.
The gaps in the floor are too big to be part of a useable floor. So much stuff would fall though, get caught or just plain break the weak metal. It looks wierd to have heavy duty armored walls with a frail weak floor. Think about pushing a service cart over that? Floors have to support a lot of different types of loads. Your chainlink floor looks like it would support about as much as a chainlink fense. Theres a reason its used as a fense not a floor...
C+ for effort.
F- for functionality.
The scene itself looks reeeeeaalallyy boring
for the love of crap, use a concept you think is great:
http://imagethread.com/wordpress/?p=57
http://www.beyondunreal.com/articles/unreal-tournament-3-concept-art/
http://www.conceptart.org/forums/showthread.php?t=118126
http://warhammeronline.com/conceptart/index.php
http://www.freakygaming.com/gallery/concept_art/quake_4/
There is simply no sense in you trying to randomly build things unless of course this is your "I'm just playing around thread"
http://ll-100.ea.com/cem/u/f/GPO/ea.com/deadspace/Behind_the_Scenes/Concepts/concept_ship_security_hall_download_021208.jpg
http://ll-100.ea.com/cem/u/f/GPO/ea.com/deadspace/Behind_the_Scenes/Concepts/concept_tram_hall_download_021208.jpg
at one point i even used some of your art as inspiration:
http://chrisholden.net/hall2.jpg
http://chrisholden.net/dm_02_02.jpg
Try blocking one of them out. Get the basic shapes down, then take sections and make high detail meshes.
I know you're capable of doing all this stuff.
That concept art is pretty sexy. Id go with the second one you posted, but both are great choices. Just try and recreate the shot in 3d, blood, signs, lighting and all.
Paint over:
just one question the floor is really blurry how would i go about fixing that?
Thats a little harsh, and not true either.