This may be too early to post screens, but I figure I'd start the thread anyway. This is my first scene ever and already I'm kinda hitting snags. Mostly just figuring out how I want to execute some of the stuff in the scene.. like do I want to make the walls, floor, ceiling modular, or should it just be one long plane with a tileable texture on it, and then stick meshes on it. Anyways, i'll be hammering away at this so will definitely update it regularily. Definetly open to any tips and suggestions for the beginning phases, I'm hopeing to make it unreal friendly so I've been snapping stuff to a 16 grid
Blocking out some stuff, figuring out the size of the props.
Here is my sweet concept lol
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I'll wait for more screens before say anything more. :P
btw. be careful about showing this to people at school. you could get in trouble for making a school level (in a fps game). its pretty lame and very unlikely, but its happened in the past.
Keep it coming
Vj
3d application assets:
base structure;
a wall section -standardized size
a roof section -standardized size
decor structures;
a wall section with fire door
a wal section with double doors
a wall section with that high window
a wall section with the pillar outcropping in the middle
a roof section with lights
decor asset /props;
a water fountain
closed locker
open locker
broken locker
radiator
broken hanging lights
one floor section length of that broken pipe stuff on your ceiling but make it seemless....
after those are created in 3d application, go to ued and make the builder brush the same size as the roof, maybe a little wider... build as many hallways as you want out of bsp in unreal. then bring in the structures above as single static mesh's you will instance around and easily set up.
i think this way you will do the same amount of work, maybe less, and have the assets to create a much larger environment much easier than how its going now i think. plus when you are finished you can present the assets you used laid out on a single prop sheet and show everyone how fantastically modular you are.
im trying to think modular myself so this was an exercise for myself mainly. thanks1
I would say with some proper floor planning a school hallway could be done with very minimal assetts. Lockers, lights, walls, doors, water fountain, trash/debris, etc.
plain wall
wall with high window cutouts
wall with cutout for a class door
the exit door wall
2 variations of the bend celing panel support thingys
a column
current modular decor:
a ceiling light with seperate flourescent lights and the support thing that connects to the ceilings
2 lockers, one which is closed, one which is open with a seperate door so I can rotate it out however I wish (later I'm going to FFD a few bent versions in max). these 2 lockers are the same model and texture, just one is stuck together, one is seperated
a radiator
small windows for the high window cutouts
class door with labels for the wall next to it
the exit door
exit sign above the exit door
current BSP:
floor
the next 2 things I want to add is:
the panels to the ceiling
large floor rubble, like in an earthquake, where the floor comes out
@Jess: oh the walls.. I didn't UV them yet
I have some ideas; for your modular setup
maybe for the other hallway you could have the floor disruption but way more subtle. Break the floor in 2 or 3 spots but spend a lot of time on those spots. IE show the cracked up broken cement layer at the bottom, the linoleum / tiles top layer peeling off that to reveal the cement. normal map that weird circle glue stuff that comes in squares and is used to adhere the tiles or linoleum onto the top of the cement layer...
The ceiling tiles that have broken and fallen uhm... put most of the ceiling tiles in, then have the fallen ones right under the only open spots, this way its an instant connection and easy to read maybe.
there is not much else to say at this point because anything else I would write atm. would adress the limits of the engine.
release your engine! with GUI please...
Keep at it this has a lot of potential.:)
Seems a bit strange that the floor and ceiling are broken up but there isn't a lot of damage, or broken tiles anywhere.
Perhaps it doesn't look right because everything else (epecially your floors) are completely annihilated, and the walls look newly built. Whatever catastrophe ran through this hallway should leave some major cracks, small chunks missing, maybe even a whole section of concrete wall that may have slightly shifted.
I think it might be kinda cool to have some 'school colors' painted onto the wall. Maybe the school's mascot is the 'Hornets' and have a Yellow stripe of paint that lines the walls. (Iono, you can get creative with that, but hopefully that makes sense)
In addition there might be painted letters / numbers on the wall, to indicate which building and room #'s are in this particular row or section?
I know you mentioned that you were going to add other small models as you go along, so breaking up the wall a bit with a fire alarm switch, or a fire exstinguisher of some sort might even add a bit more too it.
Hope that helps! Keep on truckin, lookin forward to see how it turns out!
Crits:
- Cinderblock walls wouldn't survive a massive upheaval like that.
- A building might have clinerblock for the outside walls and regular studs (steel or wood) and sheetrock for interior walls. It's easier to manipulate later, and allows for all kinds of things to be run through it and hung on it.
- Also think about what things are laid down under the floor and in the ceiling. With Cinderblock construction most of the plumbing and electrical would have to go in the drop cieling or under the school.
- The broken floor looks cool but might cause all kinds of collision problems?
- When walls shift and twist around some of the weakest points break first, those being windows.
- I'm not sure how you constructed the floor, but if you could shrink it down so its obvious that it has been damaged but not wall to wall. Also mixing in some normal patches of flooring that aren't touched, could help contrast the damaged areas, making the damage more meaningful.
It's looking cool, nice work so far! Keep at it!