yes, you heard it right ID-ustrial, lol. anyway here we go im making this project for myself i feel like i havent had a chance to spread my wings in a while and i want to make something for me! doing high poly stuff for most everything and trying to really push the quality of texturing compared to anything else ive previously done. this really is going to be a whole scene so i wont be "perfecting" every prop. the look of the overall scene is most important to me. heres the latest WIP:
C&C are of course welcome. i hope you enjoy!
Replies
here are the electrical bits in engine. ill be getting to the beams of my hallway soon ive got them all blocked out but i just need to build some other things first to see how it will all fit together... hopefully i can post some of my drawings as well.
Just a thought. Everything else is ace! Are you using separate maps for each or are you combining stuff into one map? Florescent tubes look sweet as well :]
im combining all the vents/fans onto one map 1024 map, all the electrical stuff on one 1024. all the pipes on one map as well. i plan to have a 4k limit for my entire scene... just from my experience textures are usually the real limiting factor compared to tri count. im hoping once i get this scene done a friend of mine will beable to throw this onto a console so i can show it off... so i need to be really mindful of the limitations.
definately your right about triangles and sculpting... thats not the same line flow i subdivided for the sculpt. the sculpt mesh is relatively evenly spaced quads and that other one is the ingame version which the textures are displayed on.
here is the high poly for the metal beam which will attach to the concrete that i just made. hopefully i can get it textured and ingame shortly. after this ill start on the floor tiles and get that all squared away.
if anyone has any ideas for additions now's definately the time to speak up! please do not worry about the seams showing up in the bake at this point... ill be fixing that up shortly and texturing it tomorrow (i hope! haha). please CC as usual, thanks all. :thumbup:
here is the beam ingame:
well guys here is the high poly for the floor tiles. i should beable to texture those up shortly. unfortunately i work long hours the next few days so i likely wont be updating much after i get this tile done. ill try my best but to go quickly but i cant really make any promises.
renderhjs: thanks a bunch, i try to make things interesting if they aren't real... more surreal.
finally got those tiles textured up, here's a screencap:
Its very pleasing to see these shapes, very inspirational
the visuals of MW2 are relatively realistic and it doesnt seem to have a strong style to me.
well i have to go and prep before work :poly127: but i threw together the scene this morning and its starting to look alright. i definately need to adjust the colors of some things. as well as fix the tiles on the groud plane... thats not the size i want it.... but here goes:
I'm really liking the color lighting you chose, it matches your scene well. It would be kinda cool to seem maybe some small chunks of cement crumbling off of the cieling with bits of dust trailing from them like they're doing some massive construction work above or a piece of machinery off in the distance is pounding away at something. Overall great work so far man.
Just a thought lol
The only thing that stands out to me is the lack of geometry helping out the metal floor panel. It currently looks very flat and really hurts the final result. Adding some low-poly geo would benefit the scene tremendously.
Great work.
Texel density and scale seems off on the flooring, you might consider tiling the texture a bit more to resolve those issues.
The thin gray cable going down the sides seems unnecessary. Breaks the composition, looks like you forgot to erase perspective lines in a 2d drawing.
The lighting seems off, you have lots of bulbs everywhere, but no light seems to be emanating out of them. Some point lights might look cool positioned in these areas, you can play with the falloff, intensity, and range. What i'd suggest is putting them all in the same group for easy selection and modification.
The texturing on the concrete's too busy, makes its basic form hard to read. At first glance it almost looks like a cave rather than concrete. I think easing the textures and normals back would help the scene read better. Also looks a bit dark for concrete.
which can be seen in this picture from a nukelear silo tunnel. i think they are used to stablize the heavy amount of cabling going from the control room to the missle. i figured it would be cool to have them for the actual supports.
Turbosmooth Operator: thanks for that idea on the floor tiles. another of my friends made the same comment and ill definately look into doing something about that.
crazyfingers: no worries im on it!
as for the 2d drawing i wouldnt worry about it to much, that was mainly for me in blocking things out and getting ideas. its not supposed to be polished.
yes, i do agree the lighting is lacking thus far. it will be one of the last things ill be getting to. im a bit worried about it at the moment though cause i know their are some pretty harsh limitations on lights in Cryengine since they are ALL real time. i do want to for sure use CE though, since this may end up being a CE3 demo peice.
The concrete is rathers dark, i do have to admit. i will play with that to see what i can come up with. i do agree, with how grungy it is its hard to fallow the lines of its silhouette. maybe if i lighten it up that will help out.
rdmlegend: yup, totally ill be mirroring the concrete beams as well as rotating them around so that the tiling is not nearly as noticeable if at all noticable.
thanks all for the CC! i do appreciate it. ive got work the next few days and i probley wont be posting much new for a bit but please check in this project still has a long way to go.
I was just wondering what the rectangles were for, that are intersecting and surrounding your high polies. I'm curious, as i'm not a pro high poly guy. I've only done a few small items with a high/low workflow & projected them successfully.
Do those planes somehow aid your projection? What do the low poly pieces look like that you use to create your poly cage?
He's making floor tiles and the planes are there to show general ground level. Anything below the planes won't be seen.
(Atleast, that's why I would put them there)
http://images.totalgamingnetwork.com/images/rage_gc09_screenshot_2.jpg
http://epicbattleaxe.com/wp-content/gallery/rage/rage_qc_screenshot_2.jpg
i like some of the boxes and such in both screens. i think ill make a metal and then a wooden one. maybe even make a few smaller radom props like cans and carboard boxes im not sure if there will be space on the maps for that but ill see... let me know if you have any ideas for obstical type props.
The concrete beams look unnaturally damaged and the damage on them looks round and blobby compared to the crispness of other assets. The floor tiles definitely need some geometry (or possibly a parallax map if you are using Cryengine, could work well in such a situation). Finally the wood texture on the crate feels very fake, with some rather odd blurry highlights and once again lacks crispness.
The pipe and support assets look fantastic though and if that quality is carried through it will be a great piece no doubt!
Also, the lighting in Cryengine isn't that bad is it? It has fill lights, projected lights and normal real-time shadowed lights, should be able to get some nice lighting with that?
Looking forward to seeing more
im not really liking the upclose monitor so much. ive got an idea for what to put on the screen its just going to take a bit more time.
before i make any final decisions about colors i think i should make my sci-fi door at the end of the tunnel here. it may take a little bit to really get the detail i want into it. so dont expect that real soon but maybe in the next week or so. thankfully ive got it fully designed now.
anyway, here is the IDustrial hall with the newly added door. please tell me what you think of the color scheme of the door, its supposed to catch your attention. i showed to a friend of mine and he didnt like it. so id like to get a second opinion. you will notice the computer screen is blured out but i just need to do that for now... so please dont worry to much about it.
the next thing is adding puddles of water and grunge decals over several areas of the scene. i have another 1.5x1024 left to use for that. on the door there will be foggy glass windows over the locking cylinders.
But just in case you didn't notice there a tiny visible seam on the concrete ledge. Aaand the wooden crate feels to flat compared with other props. Give it more real geo. -_^
Good luck, I'm really looking forward to seeing this finished.
cheers=)
Anyway, enough nit picking, once you get that grunge on the objects in the foreground this is going to be niiiiice. Oh speaking of which i think you should remove that last box at the end of the hallaw, maybe put it closer and on its side, but obviously this is all work in progress and you're probably toying with the composition already! Keep it up!
Quick addition, be nice to see some cast lighting on the ground below the intense white light, as well as a bit of lighting on the concrete around them, some specular shine.
I really like how your objects speak to how the word was constructed. the believability of this scene due to how functional everything is, is really strong.
The biggest detractor for me, is the hologram sci-fi screens.
There really isnt anything in the scene that backs those elements up in terms of sci-fi.
all the pipes, floor tiles, cement walls, crates/barrels, are all things that could easily be considered modern day. The only thing that really speaks to sci-fi, is the door. As a result I feel the holograms are too far down the sci-fi spectrum.
I could see you replacing those screens with some nice lo-fi DOS style monitor/screens. or maybe even some crudly painted signs.
If you do decide to stick with the holograms, the lighting on the door irks me a bit.
When I look at the bright orange emissive sign, my brain tries to link that to the warm light on the door, when in fact, the light is probably somewhere up in between the cement ceiling supports. the subconscious link between warm, and cool for the particular angle, makes the light angle on the door, and surrounding area look wrong.
It could be cool, to tone that ceiling light down, and allow the orange sign to provide some nice back lighting to the objects in the foreground.
what are you using to render with?