I wouldn't usually post this early cause I dont even know where the evolution of the room is going, but I figure posting will make me get off my butt and update this more often. So playing through Mass Effect 2, I decided I wanted to make an environment inspired off there work since it is just a gorgeous game. I started by modeling some random parts I saw in the maps and just putting them together in a room configuration in UDK. Since this piece is just for fun Im playing with shapes right now and putting them in the room to comp it out . Im hoping to replace them with real assets as i have time to build them. Im going to focus on the ceiling section this week so I would love to hear any suggeston on it. Im seeing I-beams and wires up the wazoo up there
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ajr2764 - big center piece comming soon...I decided to go with a vehicle under repair in the scene ... bigger challenge will be finding time to make it
Some updates...got a few hours yesterday to make some other random goodies. Please excuse the super rough pass textures ...i just like to mass out the environmnet before I get all microvision. I decided its going to be a vehicle repair bay...so hopefully I'll get some hours free this week to actually put stuff in it that makes it that. No work on the ceiling yet ...
Just a minor crit regarding the center pillars, they don't really fit the aesthetics of the scene. On their own they're great, love the subtle reflection on them, but the rest of the scene has a rounded nature to it with lots of curves and rails, not to mention they're a little "noisy" for a midground prop, high contrast vertical and horizontal lines within a prop's sillhouette add confusion to the scene, they might work better as a wall prop without such a dark center so the contrast isn't so high. Right now there's just too many lines going every which way and its hard to read the scene.
Those look good EVERYWHERE!
^^ this ^^
Great stuff. Going to keep an eye on this one.
P.S. Never mind the red dot in the middle ...had the fog helper selected when I hit print screen
edit: also, the red dot does bring up an interesting point: Maybe a very concentrated area of another colour (green, red) could be a nice guide for the eye.
Looks great. Looks Mass Effect.
It's a shame there is no easy way to add custom content to the game. Environments like these could actually be used in-game and we could make our custom "DLCs".
Looking great man!
I've got some in my living room! It really matches my Steel Walkway flooring!
duxun - you can right click on any light, go to convert light and choose spotlight....you can do that with multiple lights selected too ...(make sure you save it can be buggy sometimes). You can also go to actor classes in the content browser select spotlight in the light catagory, than right click to put it in the level
SouthpawSid - your earlier advice with colors was dead on. The paint over helped so much. I can't say enough kind words about Matt kohr...he is constantly making something go from cool to awesome.
JasonLavoie - Those flares in Mass Effect 2 are some of my favorite elements too Ive been trying to plug them in but lens flare actor seemed to be borked in the latest UDK build. Ive read that in several places too ...dont know if anyone can confirm or deny that here, but I want to put them in
MightyPea - Crane is a great idea ...sci fi cherry picker comming up
Once i got the basic mass imported into the scene to make sure its somewhat decent. I decided to dive into modeling it...I just have the back section started.
Sarting crunch back up next week, so updates are gonna be few and far between...booo
I understand that you will later add some more clutter with fat cables and such?
i think the frame over the spider feels a bit weak but has a nice shape overall.
is this a construction\repair room i suppose?
lighting and colour scheme are looking pretty solid but maybe if you "frame" a bit more the spider?
some vigneting perhaps on the final or perhaps some darker lights in the foreground sides?
Yiannisk mentioned cables, which I think would be the perfect thing to help draw our eye around while also breaking up the symmetry a bit.
Maybe even angling one of the orange "repair arms" down a bit could be a possible solution to add a more dynamic feel to the environment. Right now it looks like they're all at the same angle, which feels a bit artificial.
Thanks for the great input guys. I will try and get some updates soon
hope to see more soon !
Massed out some ceiling detail and made some quick little holograph consoles for the screens I had floating. I also have some matinee and kismet work I did on it, so I thought I'd share. Nothing fancy just 2 camera pans in cinematic mode with some halo 3 music. UV's and Mech work up next
Video Link:
http://aldenfilion.com/me3
I like the changes you made to the ceiling except for the curved protrusions coming off of your pillars (the ones on the second floor that are catching that blue light). It is nice to get that blue highlight, but they just seem a bit wonky and redundant. I'm not sure you even need them. Looking forward to more updates!
http://aldenfilion.com/me3
Brought in the welding arms as skeletal meshes. Created particle systems in Cascade for the sparks and flare. Linked the particles to a socket created on the welder. Timed the sparks in an anim sequance on the skeletal mesh anim set. Than I brought that entire madness into Matinee and timed the welders activating and added some keys to play sound cues for when the welders hit their mark and for when they activate. The back welders don't hit the mech but thats temp for now till I get the real deal in. It was def a busy Saturday learning how to do all that stuff. I'm just blown away I could set all that up without touching a lick of script.