This is my first post on Polycount. I'm a little nervous about it, but I want to learn from the best.
Here is the concept I chose. I liked it because it reminded me of the Heart Chamber in Quake 4.
Here is my spin on the concept that I'm still blocking out.
I'm going for a Steamboy/Quake/Doom look. An interior with lots and lots of pipes and very little large flat surfaces. I'm working from the back to the front at the moment. Still alot of surface to block out. Enjoy!
Replies
Thanks for the great idea!
P.S. Loving your guys' entry. The colors and concept are amazing!
You know you're not allowed to use that character, right?
Thanks for looking out!!
Pretty much nailed down the large and medium detail on the middle column. The brain, walkway, and pipe curtain wall still need medium and small detail but I'm pretty confident I can get them done in time.
My wife and 2yr old are going to be out of town for a couple of weeks. When that happens I'm going to hit this thing hard with a sledge hammer.
....and as time went on, it began to fear them..
Udate.
Trying to make the heart the center attraction even with the uber large brain. Laying out the mechanicals on the organic stuff before importing into zbrush so I can paint around them. Changin the light setup a little. The blue in the middle screwed with the fleshy heart material. Anywhoo....
Update!!
Still chuggin along. Almost done with the major modelling. Just need to finish up the spine, ribcage and cerebellum areas. Added a red light to pop the platform.
Still modelling the heart and mechs. Trying to keep the organics as human as possible. Just bigger.
Beginning the block process in Unreal. I'll have something in engine soon.
Looking forward to your textures.
Cheers!
Adding that brain in there made me think Motherbrain 2.0, which made me wonder, any plans to suspend the heart or brain in any preserving fluids? Or will some of those pipes/tubes be clear carring some fluid into the brain/heart themselves?
I'm nervous about the textures myself. Need to finish the modeling soon or I'm never gonna make it.
I played with the idea of suspending each organ in a glass of liquid but decided against it. I wanted the fleshiness of each organ to really stand out. The idea being that this chamber is essentially like the inside of the body, but engineered to provide high levels of oxygen to the organs via the interior atmosphere.
The lower pipes move O2 fresh blood to the heart which in turn pumps it to the brain and other organs not seen in this chamber. The heart also pumps O2 depleted blood out of the brain and back down the pipes to get refreshed with oxygen.
The lower moat where the pipes are traveling to will be a lake of blood. This is where the blood picks up oxygen and the process starts again.
Cheerio!
Finished the high rez heart. Now I'm working on the mechanical spine/ribcage mechanism. I'm also putting together a realtime scene.
More updates soon.
The thing that bugs me the most is the background. Right now, as you said, it's just a bunch of tubes. The main inspiration of this scene was actually Steamboy believe it or not. It seemed to have worked there and I was hoping to emulate it in this scene. I'll have to reevaluate it. The background has honestly been troubling me.
The "matrix like" sensors on the front might have to be modified to look less like eyes. I think I'm right on the border of this being considered a character.
Update. I'm done with the modeling and now I'm cooking normals and ambient occlusion maps. Expect some screens soon.
Note to self..
UV map pipes before duplicating them!!!!
Almost went crazy uvmapping the pipes for the base. Thank god the curtain wall doesn't have as many.
Anywhoo. I hope the Steamboy influence is apparent in the textures. Only two textures so far, base and 1 tileable pipe. Normal map and color, with the color plugged in the spec at the moment. Planning on adding two more pipe tiles to break it up a little better.
Go! Go! Go!