Well class started back up this week so for the quarter I am going to be working on an exterior and interior scene among other things. I hope to keep this thread updated regularly with my progress so I can try to pick up some good criticism along the way
. The rough idea for the enviro is an underground bunker that was built beneath an old secluded house during one war or another and has since been used for some shady scientific research. Topside the house that once concealed the entrance to the bunker has been partially destroyed leaving the service elevator to the bunker exposed. A more detailed description along with some sketches will follow eventually.
So to kick things off I give you a table.
Replies
keep it up though i really like ur presentation. the design is cool too. are those revits floating geometry? do you have any concepts you drew or went from to create these?
Thanks for sharing! cant wait to see more.
other than that, its great. The texturework on the lamp is niiice
Ref image
My concept for the interior scene.
It always comes down to a choice between loving each piece so much that itcan be used only a handful of times, or loving it a little less so it can be used a lot of times. With a lampost its best to love it a little less and let it be used a lot because its the sort of asset that helps define atmosphere.
All your hipoly stuff is great, its clean and so are your lows but you are always using double what you need to because you are over analyzing the assets in max where you can scrutinize the form and outline too much.
In the game, no one ever looks that close or has the fidelity of camera control to even allow them to. The lampost already has a stunning silohuette and thats enough.
Great stuff though.
Otherwise everything looks pretty cool and there's some good texturing work in there.
@ Kevin Johnstone - Thanks for the great advice man, I really tried to take what you said to heart. I went back into most of my assets and managed to cut around 1k tris at least. Here are links to my updated Baby and Lightpost mesh.
http://img14.imageshack.us/my.php?image=finalbabywires.jpg
http://img15.imageshack.us/my.php?image=finalstreetlampwires.jpg
@ Coreyhkh - Thanks, glad you think so.
@ Sandbag - Thanks dude.
@ toren3d - Your definitely right about the light bulb illumination, thanks for spotting that.
@ sprunghunt - Thanks, your totally right about the foundation. I really wasn't a fan of working on this house, it was just something I had to do to fulfill class criteria. I wanted to devote more time to the lab scene so I felt this was just soaking up too much time. Its probably as done as it will get :poly141:. But if I revisit it, I will make sure to give it a proper foundation.
So class ended and im left with a half finished exterior and interior, not a good feeling. Here are some shots of various assets along with screencaps of the scene as it stands in unreal. Postmortem at the bottom.
Sculpt for the mid sized alien to be placed in the stasis tubes.
Low poly mid alien in 3 of the 6 poses I made for the tubes.
mid alien wires
Stasis tube for the mid size alien
wires
final sculpt of large alien
Large alien cut in half for observation
wires
jars of goodies
Unreal shots
(the big incubator tube with the baby is a crappy re purposed version of my elevator I made early on)
POSTMORTEM:
GENERAL:
I learned a hard lesson about time management on this project as well as the importance of planning everything out before jumping into modeling. I wasted sooo much time working on the high poly version of my elevator because I didn't have a clear concept on what I wanted it to look like, and in the end it ended up looking rather bland and not even being used or finished properly. The time lost working on that peice stopped me from finishing others that I did have concepts for.
Now I need to decide if I should comit to working on this piece for my game prototyping classes or work on a new race track enviroment idea and just work on this in spare time later on down the line. So whos knows I may be back on this soon enough.
Rough proof of concept for a race track level.
http://img3.imageshack.us/my.php?image=racelevel.jpg
ENJOYED:
I learned a shit ton about unreal and unreal materials when I went to throw everything in the engine so that was nice.
I loved being able to actually do some real work in Z brush for a change. And spending the time working on assests in there really forced me to learn how to do things such as retopoing a model, polypainting, subtool management, etc.
WOULD/WILL IMPROVE:
The scene needs more objects, things like doctors cahir, crazy x ray machine, microscope, cabinets or toolbox for tools, operating tools, etc etc. The floor is in dire need of decals for stuff like puddles from dripping water, blood, grim, etc. The bunker portion of the scene is relatively untouched other than the walls themselves so that entire part needs to be done.
I feel like I didnt spend enough time texturing the large glass case and large incubation unit, so those will need some more love later on. And after watching Racer's awesome metal crate tutorial I feel I should be able to really give them a better look.
The lights were another rushed asset, but after getting it into the engine im glad I did not spend much time on it. Seeing it in the scene with everything else I feel its rather obnoxious and out of place. So a whole new fixture is needed.
If you managed to read all of this then I am flattered by your interest in my thread and I thank you.
Keep it up man! Can't wait to see more stuff! *puts it all into inspiration folder*
@ Disting- Thx, im honored my work made it into your inspiration folder :poly121:.
@ michi.be- Glad you like the scene!
@ Luke_Starkie- Thanks Luke!
@ EbolaV- Thanks man, new project starting up so I should have more stuff up soon.