This is a pretty big project i'm going to have in my portfolio. It's going to be a sci fi military hangar bay.
I'm using a concept from the Halo 3 artbook pretty closely. I'm going to try to have it done by new years, and ready for GDC next year.
I'll be posting the WIP of the whole thing here starting with this generator.
Still WIP, i have a few design problems to work out.
Replies
Here, hope this helps:
http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm
http://boards.polycount.net/showthread.php?t=60887&page=3
The generator seems to be coming along well so far.
can't wait to see where this is going, can you tease us with any concept pics or drawings?
It's pretty vague...but the idea is there. Modular walls with sci fi pillars. The hangar bay is built into a mountain, so i want it to look like there is still rock under and behind the concrete they used to build the hangar. I just think that's a cool aesthetic.
The negative space between those beams is going to be rock, as the hangar bay is built into a mountain.
Finished the highpoly on the modular walls, also decided to add some fans, they wont be everywhere but they'll be there to break up the red supports.
textured the modular wall and did a quick lighting test, im putting everything in UDK as i make it....so i'll post up a screenshot of that so far as well.
lastly the landing pad. It's made for smaller ships to bring the marines supplies and what not. It's the highpoly with a quick lighting test as well.
as far as the tech goes, im kind of making it up as i go.
still, good work on the models.
I know this isn't finished, but right now everythings a little too modular. Hope you have a really killer hero prop on the way that'll be a focal point. Anyway, this is coming along quick! keep it up dude.
The only suggestion I have at this point has already been said (the colors in that texture are blah... especially the green) but overall I'm excited to see how this pans out :P
Not every edge needs to be scratched exposed metal. You can highlight and pronounce edges in other ways. A slightly lighter diffuse edge with slightly brighter spec works great. When you have ever edge damaged not only does it stop making sense, but it starts to become noisy.
A good way to do damage is to first lay down your diffuse in full color no damage.
- Then while looking at it ask yourself:
"If I was going to drag a pallet of XYZ into this door what would I hit the most and how would it effect it?"
- Sub-d your model a few times, apply vertex paint and block in the areas that will be most effected. Bake this out to a flat texture and use it as a guide for your damage. (unless your unwrap is really simple you can probably skip this step)
- This takes a lot of the guess work out of "where do I put the damage" when you stare at a jumble of UV pieces.
Really great modeling, good textures!
The focus is going to be a small one manned drop ship in the middle (if i have time). There's a landing pad with pillars that line the opening of the mountain.
As far as props go im going to have crates, and those two cylindrical pieces to the right are going to be generators. I'll think of more props as i need to. I'm going to also add foliage to the opening of the mountain at the top. I'm goign to have some vines hanging down with trees and bushes at the top to imply a jungle.
It looks abit pink because the default blue and gray tetures in UDk, hopefulyl it wont look like that when i fill it in.
I'm going to start on the lighting asap. I need to atleast have a lighting blockout by the end of the week.
Next on the list.
1. crates
2. generator
3. various rocks
4. misc wires/pipes
5. sci fi forklift (or some type of tech that helps feed the idea that this is a loading and unloading bay)
6. FOLIAGE!!!
If that's what you're going for, awesome, if not, you may want to desaturate things quite a bit for a more "serious buisness" kinda style.
The color scheme is a bit too colorful for my taste a slight bit warmer yellow would look nicer
As I said before I think you should make the rock walls different chunks and very the heights a lot more. Give it some dramatic elevation differences. Also I still dont like those big honking yellow things on the tops of pillars. I think the idea that they would "help lead a aircraft down" is still kinda goofy and would have never got that unless you told me.
I think you can give off that impression with lights, they could be yellow but they just look like yellow blobs right now.
As for lighting it seems a little strange and too yellow with all this yellow light down in a cave, sure it might be from lights turned out but I think if you had a setting sun with light spilling over the tops of the cliff walls into hanger area with some nice cool blue atmospher down in the "darker dank" cave will make this a must stronger piece.
the shadows from the foliage seem to be affecting the wrong side of the geometry of the rocks...so it's creating this weird dark spot. UDK isnt treating the rock as two sided...even though it is.
I'm not sure how to fix this. So help would be sooo appreciated.
What's left:
Crates
god ray or rays
atmospherics
Then i'm calling her done. Time to learn and move on.
the other day in target i confused my girlfriend by taking her shopping cart and trying to replicate the way the stores suport pillars had gotten their dings and scrapes (not hitting the pillar, but just checking the height of the cart and the location of the dings) most all the dings lined right up with the upper lip of the cart at expected, tho there was some i could not figgure out, maybe from some larger handcarts the stock ppl use or something.
Shadows on leaves r too dark. U can fix that by adding a little bit of self-illumination to leaves' shader. U can plug the diffuse into the Emissive channel, but first u could Multiply it with a low-value constant in order to control the "subtleness" of self-illumination.
http://i211.photobucket.com/albums/bb309/Xendance/normalproblem2.jpg
Matroskin: that's a genius idea. I'm going to do that for the SSS
This has been my first real environment...unfortunately im not happy with it. I'm going to finish ti for the class of course. I've learned alot from this assignment and am ready to move on and learn from it.