It's been a while since I've sat down and just worked on some art for myself. After seeing some of the
great environment art threads I thought I should take a crack a finishing up a couple good environments.
I wanted to take a some small step first so I started with some simple floor textures to figure out some process stuff for myself. Once I get everything squared away I'm going to do a full break down like the other environment threads around here. Until then I have two shots i took last night. These are both screen captures using Xoliul's 3DS Max Viewport Shader.
All C and C welcome and needed.
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If its a high poly scene you need to make the piples look little random. If its low, I'd use one object, extrude pipes from it at the end, and where they need to be defined I would just make the shape of them on the mesh....
So far you are on the right track. Keep up the good work
@Pangarang - Thank you as well.
I Started to pull out the assets and work on the high poly models. I haven't gotten too far though. Been pretty busy at work and what not. I did take some time and look over a lot of the Mass Effect screen shots to get a better feel for the environments in the game. I then started to work out the wall panel/trim area. I still need to add more detail and fix a few things here and there. Some of the mesh breaks down with turbo smooth.
I'm hoping to wrap up the high poly by Sunday night then start to unwrap and texture.
I got started on the textures for the wall panels and such. Had to fight with the bake a bit but I think I got it.
I'm going to try and throw it into UDK next and hopefully only show updates from UDK.
The two things I'm working on right now are the wall segments from the left side of the environment. Just the start of the hight poly.
No real lighting or anything right now. I'm hoping to have all of the frame work assets done so I can really focus on the focal bits such as the actual refinery bit and the wire holder thing.