Just been dinking around in unreal and decided to make a small area to dink around in. no set final look for it but it will be having things im experimenting with in the art direction of a Dilapidated hallway. hope to have some great things come out of it whether it be learning or just some cool little assets. enjoy.
First off block out.
Next a more blocked out refined version. Tell then
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Some more overgrowth also. going to have a pillar from the outside that's slammed a wall and is bringing light in. so open ceiling from that, light raying in, the pillar from outside sticking in and a pillar or two destroyed on the inside. should be interesting. Ill me updating as soon as i feel there is some decent progress.
@AsheleyTayles: Yeah i see what your talking about. in the end non of the mesh u see cept maybe a way more refined version of the wall will remain. these are just here to block it all out.
Little heads up: Work being delayed for an art test
Decided to show some of the sketches for ideas for this hallway. working on the pillar on the bottom right now. should have something to show by tomorrow.
Just some pillar progress, still have some kinks to work out on it and detail transitions. the little cubes in the inside are going to be stone so its like a tech with temple theme mixed together.
it will add depth by not being so flat and be more interesting overall.
keep it up man
this is the some what lower poly. i decided i wasnt going to make it game level per say as far as limitations. going to take it to what i think the "next gen" level will be after the current gen we are currently at. so more polys, larger light maps, also with higher res textures. we will see were it goes. not really gonna go for performance but more on thats looks awesome! quality. hehe so where i can you parallax there will be parallax. heres a test of the low with normal and ambiant.
now to make the final bake and nice texture to boot
nrek i made the stone itself and the pipes or wiring there own mesh so that i can put the tubes on every once in a while and the stone i made separate so i could rotate them so its not repetitive.
SHEPEIRO thanks for the small crit. I totally agree with what your saying hehe would be horrible if i was saying it was final pass. but yes the spec isnt even in there yet i beleieve its just the diffuse acting as the spec. metal is defienatly going to be a bit rough since i dont make it that often but i will remember high spec on it.
Autocon thats interesting you see the green at paint, ill be honest and tell you i dont know what it is haha. ill prob be pulling it out in gernal though becuase i think its just a by product of me tweaking things within the base texture i chose for the metal. thanks for the crit
all in all there is still tons of work to get in on the diffuse and the spec needs to be made specific to the material and even just made.
I like the stone look of the pillars in this way much better. Not sure if I'm alone but I feel like those cool mechanical pieces are blending in too much with pillar and that they should POP out a bit more.
Other than that I'm eager to see more.
Their is no point in showing the bottom portion btw. You, the player, will never look under the railing. If it doesn't look good from the top, who cares if it looks good from the bottom, your only going to see it from the top.