looking good so far. however for the shape, it kind of reminds me of the inside of a bus or something. i think it would make a great interior for a troop transport or something of that nature. maybe put some benches inbetween the light pannels on the walls.
if you give us a bit of information of what you are going for, where this is suppose to be, and that sorda thing, we could direct you more. as of right now, it just seems empty.
i was thinking kind of like an aliens style futuristic hallway. I plan on having skyscrapers and buildings that you can see through the glass on the side and top of the modular piece. More grates, and a crapload more pipes and maybe some signs etc. I also plan on having broken sheets of glass with roots and foliage creeping in.
if those are supposed to be windows, i would move those white lights down toward the vent looking things or just get rid of them. Also, your paint damage doesn't wrap around edges or just ends with a straight edge and that looks "lazy." You seem to have plenty of ideas for where this is going, so get to it.
you make a good point about the lights P442. but on that not i would say instead of moving them down toward the vent, i leave them be and maybe make them horizontal instead (or just go along with what was stated and delete them).
Although this hallways doesn't have super awesome high frequency detail or models. I really like the atmosphere you've got with the cast shadows and the color scheme you have going, very professional looking.
A lot of people put too much time into these mundane detail without getting the big picture right, looks great so far.
thanks crazyfingers, i'm probably gonna change the atmosphere a bit to be less colorful and more aliensish, but ya i think i've spent too much time fiddling with lights etc, and not enough making my model look better thanks for the comment though
Looking good I love the color palette you chose for this piece. I do have some recommendations and provided a quick paintover for maybe some visual possibilities?
I think you need a bit more ambient red to affect the floor from its light source, also right now you have two primary colors, blue and red, perhaps adjusting the lighting along the side walls to be greenish can provide for some interesting visuals? The walls would also definitely pop out if you provide specular edges along them.
made some alien eggs that I'm gonna eventually place in the main foyer that that last hallway will lead to. They aren't finished. They have no spec / gloss, the diffuse is only partly finished and i'm still debating whether or not I wanna put that mucus like goo as an alpha on the lips.
I've decided that the hallway is wayyy too colorful to seem aliensish, as well as there needs to be way more pipes and gizmos on the walls etc. Thanks for the paintover kaburan, but I think I'm gonna go for a way more serene / evil looking light rig in the end. Suggestions always welcome, thanks guys
lincoln hughes....you rat fuck. signed on up for PC on the sly eh....why didnt you show me this today at work?! hahah.
I would add a cube map to your glass diffuse, so it doesnt look invisible at glancing angles and there will always be some reflection showing. the hallway reminds me of a sky bridge that would connect 2 buildings cause its kinda skinny.
the aliend egg normal looks pibs but the texture is super dark like autocon said, I thought it was just a black material at 1st from mudbox. they eggs are a yellowy white/brown color if i remember right. love the base of the egg it moulds niceley with the rest. touch the texture up or I'll impale you with my tail like what happened to bishop......peace bud!
pretty sure i might get rid of some of that webbing or at least tone it down in the diffuse, it's kind've overpowering. The base needs a ton of work still. Anyways, let me know
"if i get impaled i'll puke all that milky shit all over your face."
Did this thread just go gay? Har, har.
Seriously though that smeggy stuff is kinda overpowering, might tone it down big time in the diffuse but keep a good bit in the spec, see how that turns out, it'll look more slimey and add to the eggs rather than steal away from 'em.
Really cool sculpts, the color's flat at the bottoms though.
I can't believe I haven't commented on this scene yet, it's really hot! I love the lighting you have going on it just plain gorgeous, especially if you can pull off kaburan's suggested changes.
Oh... just read you want to desaturate to keep it more Aliensish, that's too bad I like the colors Nice eggs too, they seem pretty colorful as well. Maybe you could keep the nice saturation levels you have so you end up with something like Aliens but with your own artistic take on it, much more original that way.
Either way I look forward to seeing more, keep it up
Lighting is kind of cool but I feel too uniform, if you want this to be creepy you need some dark areas, perhaps broken lights and where they aren't broken some subtle fog effects.
Digging the eggs, nice work
They aren't in unreal yet, these are just a screengrab from max 2010 with a quick 2 point lighting setup. I plan on throwing these in a moderately open interior, having a shitload of smoke effects and more necromonic alien crap all over the walls and floor, as well as a dynamic light that looks like an alarm is rotating.
Seems a little wide open for a horror set, I really like the grate/pipes on the bottom though. Maybe put a solid beam crossing the grate once per modular piece.
the center floor of the hallways seems really busy with all the tubes and thin railways. Might want to thicken some of the elements up and give yourself more of a canvas to work with.
hey did a teensy bit of work on that old hallway, still not finished lol but getting there, lighting needs alot of work still but for now this is what i got.
Finally got around to throwing a base texture on as well as partially lighting that aliens hallway I was modeling. The lighting is kinda tough cause it's supposed to be really dark, but sometimes it looks perfect on one monitor then horribly dark on the next. Still needs alot of work.....
I plan on eventually adding in some vert blending where the necromonic stuff meets the metal so that there's a smoother transition between the two. I also plan on adding that webbing shit that's on the eggs blended in on certain parts of the necromonic stuff. Strewn papers flung everywhere and wires / rubble all over the ground. There's also a bunch of little details that you don't even really notice are there, like acid burns all over the metal, and acid burns that have melted holes in sections of the middle grate.
I just watched Lost in Space for the first time in years and that one scene with the spiders coming under the floor in that really large hallway would scare the sh*t out of me if it were in a game.
Only crit I can think of is the hazard texture on the railings. Not sure it fits in with the gloomy atmosphere. Maybe experiment with that.
lookin cool linc, the eggs look great, so adding more deatiling like that to the walls will help tie it together, as well as some more detail in the diffuse of that shit.
I think it definitely needs a door or something to help end it instead of going on forever. or a t junction/staircase to break up the straight hallway look.
those pipes need some loving too, but I remember you already said you were going to re-do the texture for that, so thats cool. It needs more handing broken shit from the ceiling like wires and stuff to give some nice silhouettes. adding some dust specks into the air will help add that look cameron had in his film.
nice work man, cant wait to see this finished, then Im going to cocoon you to the ceiling and slowly devour your life force.
I agree with rooster about the hallway. One difference between it and your eggs and the rest of the scene is the readability of the materials.
When you make a material don't think about the physics of it nearly as much as much as the visual iconography people have in their heads.
For example, if you are trying to create metal you might just go through a logical series of steps in your head:
Metal is gray, has some noise, its aliens so its going to be dirty. You use that information to then go about creating the surface.
This can be a pretty inefficient and often ineffective way of tackling the issue.
Lately I've been finding its much more effective route is to think about those surfaces in terms of their qualities as they relate to human perception.
If you are trying to describe metal think about it in terms of specular. This might mean actually deviating from the concept a bit, but it will make your scene look better.
Right now your textures are noisy, and look like a mix between stone and hard plastic.
Instead of focusing on the diffuse focus on the relationship between the specular value and the diffuse and work with that. Then sparingly add the grime as a last step after the surface reads as metal to you.
In other words focus on the readability, plausibility, and then physical (scientific) accuracy last.
Just try to have VERY specific goals when you create your surface always try to communicate ideas as they relate to your audience perception of them.
looking at the hallway and then the hall, the architectural style looses itself, maybe apply some of the hallway feel and look to make that hall with all the eggs more interesting to look at. eggs look sweet and that hall way is coming along nice! keep it up man.
Looks nice, especially the eggs. Agree on what others have said about architectural textures, they aren't as pleasing nor have the depth that the eggs have so I did you a paintover with a few changes...
cool! I'll definitely have to go in there and add alot more material contrast. The sickliness of the scene is nice on that paintover too. The added diffuse detail and color variation looks great. Feels more organic for sure. Thanks! I'll see what i can do
re-lit it to look more like the paint-over (more of an aliens resurrection type light-setup). Added that webbing type stuff as a detail normal / diffuse / spec.
turned on post processing in udk to unify the colors a little bit more.
Was still gonna add more to the material differentiation of the metal and the alien goo, but here's a WIP shot anyways
Still way too dark. You were on the right track with the blue before. make your darks blue and up the value bottom of your value ramp a little. Your darkest darks shouldn't be so spread out. They should be reserved for AO only.
Replies
if you give us a bit of information of what you are going for, where this is suppose to be, and that sorda thing, we could direct you more. as of right now, it just seems empty.
gl!
My initial take on the hallway was that it was underwater. I bet the Aliens are amphibious, that would make a good movie!
been done... aliens 4.... crap... utter crap....
A lot of people put too much time into these mundane detail without getting the big picture right, looks great so far.
I think you need a bit more ambient red to affect the floor from its light source, also right now you have two primary colors, blue and red, perhaps adjusting the lighting along the side walls to be greenish can provide for some interesting visuals? The walls would also definitely pop out if you provide specular edges along them.
Otherwise it's looking great!
made some alien eggs that I'm gonna eventually place in the main foyer that that last hallway will lead to. They aren't finished. They have no spec / gloss, the diffuse is only partly finished and i'm still debating whether or not I wanna put that mucus like goo as an alpha on the lips.
I've decided that the hallway is wayyy too colorful to seem aliensish, as well as there needs to be way more pipes and gizmos on the walls etc. Thanks for the paintover kaburan, but I think I'm gonna go for a way more serene / evil looking light rig in the end. Suggestions always welcome, thanks guys
Can't wait to see more man!
I would add a cube map to your glass diffuse, so it doesnt look invisible at glancing angles and there will always be some reflection showing. the hallway reminds me of a sky bridge that would connect 2 buildings cause its kinda skinny.
the aliend egg normal looks pibs but the texture is super dark like autocon said, I thought it was just a black material at 1st from mudbox. they eggs are a yellowy white/brown color if i remember right. love the base of the egg it moulds niceley with the rest. touch the texture up or I'll impale you with my tail like what happened to bishop......peace bud!
[ame]http://www.youtube.com/watch?v=YXgteH3gu2g[/ame]
pretty sure i might get rid of some of that webbing or at least tone it down in the diffuse, it's kind've overpowering. The base needs a ton of work still. Anyways, let me know
Did this thread just go gay? Har, har.
Seriously though that smeggy stuff is kinda overpowering, might tone it down big time in the diffuse but keep a good bit in the spec, see how that turns out, it'll look more slimey and add to the eggs rather than steal away from 'em.
Really cool sculpts, the color's flat at the bottoms though.
cuz i love buttholes
Oh... just read you want to desaturate to keep it more Aliensish, that's too bad I like the colors Nice eggs too, they seem pretty colorful as well. Maybe you could keep the nice saturation levels you have so you end up with something like Aliens but with your own artistic take on it, much more original that way.
Either way I look forward to seeing more, keep it up
Digging the eggs, nice work
obviously not finished, but at this stage crits and suggestions are extremely welcome. I've decided that this is how my texture usage is gonna go:
let me know, thanks guys
hey did a teensy bit of work on that old hallway, still not finished lol but getting there, lighting needs alot of work still but for now this is what i got.
Finally got around to throwing a base texture on as well as partially lighting that aliens hallway I was modeling. The lighting is kinda tough cause it's supposed to be really dark, but sometimes it looks perfect on one monitor then horribly dark on the next. Still needs alot of work.....
it needs some variation though, maybe a different component
When are you gonna get around to finishing these puppies? They're lookin pretty sweet so far!
Hey guys, finally managed to put some more time into this scene. Let me know what you think.
Only crit I can think of is the hazard texture on the railings. Not sure it fits in with the gloomy atmosphere. Maybe experiment with that.
I think it definitely needs a door or something to help end it instead of going on forever. or a t junction/staircase to break up the straight hallway look.
those pipes need some loving too, but I remember you already said you were going to re-do the texture for that, so thats cool. It needs more handing broken shit from the ceiling like wires and stuff to give some nice silhouettes. adding some dust specks into the air will help add that look cameron had in his film.
nice work man, cant wait to see this finished, then Im going to cocoon you to the ceiling and slowly devour your life force.
When you make a material don't think about the physics of it nearly as much as much as the visual iconography people have in their heads.
For example, if you are trying to create metal you might just go through a logical series of steps in your head:
Metal is gray, has some noise, its aliens so its going to be dirty. You use that information to then go about creating the surface.
This can be a pretty inefficient and often ineffective way of tackling the issue.
Lately I've been finding its much more effective route is to think about those surfaces in terms of their qualities as they relate to human perception.
If you are trying to describe metal think about it in terms of specular. This might mean actually deviating from the concept a bit, but it will make your scene look better.
Right now your textures are noisy, and look like a mix between stone and hard plastic.
Instead of focusing on the diffuse focus on the relationship between the specular value and the diffuse and work with that. Then sparingly add the grime as a last step after the surface reads as metal to you.
In other words focus on the readability, plausibility, and then physical (scientific) accuracy last.
Just try to have VERY specific goals when you create your surface always try to communicate ideas as they relate to your audience perception of them.
Hope you don't mind:shifty:
re-lit it to look more like the paint-over (more of an aliens resurrection type light-setup). Added that webbing type stuff as a detail normal / diffuse / spec.
turned on post processing in udk to unify the colors a little bit more.
Was still gonna add more to the material differentiation of the metal and the alien goo, but here's a WIP shot anyways