Hey Everyone,
Been lurking around this forum for a while now, admiring the work that gets posted on here. It really is inspring stuff. Figured I may as well start posting, as I have alot to learn and getting feedback and crits from everyone on here seems like the best thing to help me improve.
I wanted to create a small sci-fi scene, to get some hard surface modelling practice, as well as learn texturing and UDK.
Its based it on 2 great concepts by Charles Lee. I decided to try taking some elements of each corridor and combine them.
http://img249.imageshack.us/img249/5530/hallwaysconcept.jpg
High Poly WIP of the 1st wall.
I was also wondering what the recommended tri count for a model like this would be.
Cheers.
Replies
Also tried testing how the corridor looked head on, wall on the right is just placeholder. Will be modelling a different wall for the right side.
Ajr : Thanks for the advice. Yeah, I will break up the repitition more. I was thinking along the left side, maybe every 2nd or 3rd wall piece have one of those large rotating fans in the centre of the wall? Might give some nice shadows. I will be modelling a completley different wall for the right side of the hallway.
Didnt get a chance to work on it today, Im going to block out the roof and doorway next. Then focus on the right wall segment and lighting.
Made some progress on the doorway and ceiling. Might redo the ceiling though.
Also, heres an image showing what way I plan to animate the door, and what I hope to add to the scene next.
dig the corners of the corridor and the general simple/comlpexity ... the flow of the corridor thuogh... very very nice work so far!
Will : Hah, I was waiting for someone to ask what the 3 black objects were. To be honest I havent got a clue. In charles Lee's original concept I based it on, he had one large lack object of the same shape. I just decided to spit it into 3 smaller ones. My only guess is maybe they are some kind of heaters or something but I have no idea.
Havent had time to make more progress on this latley, only got started on it again yesterday. I decided to try making a low poly version of the 1st wall and floor and test them in UDK. Once I feel good with these in UDK, I get started on the 2nd wall tile and some props.
At the minute I think the textures maybe look a little to desaturated and there are some tiling errors, also I need to learn how to make a proper specular map, any good tutorials out there or tips?
Heres the floor and wall in max with wire frame. The wall is around 900 tris at the minute, which I think is most likley to high, I will try and get it down lower. The floor is 18 tri's, I could maybe try baking it to a plane also.
Lowpoly looks good but i agree some stuff can still be removed to make it lower, a few edgeloops that arnt needed from what i can see.
Keep going, this is definately gonna be awesome.
GCMP - Thanks for the advice, I will lighten up those areas in the texture so they can be seen better. Cheers.
Will be away for the next week, so It'll be a little while before I can make more progress on the scene. When I get back I hope to texture the ceiling and doorway, then get started on the other highpolys.
your lights are dull as well, look at real lights they are never flat planes give them at least the hint of the bulb or whatever underneath...
what are the black things on the wall, currently they look like 3d doodles, shapes with little relevance make them tell a story, what are they for are they vents? for what?
the offbeat/set panels are also slightly at odds, why are they such, is it damage, is there a pipe underneath that has expanded to push them out, are they damaged by knocking if so why are the scratches just the same as everywhere else
other than that as an environment its too polygonal you need some curves in it
ps the black bits will be fine, but make sure you pay attention to the specular in theres areas otherwise they will be dead space
What you said about recessing the grilled bits and adding underneath the floor is a great idea. Also when you mentioned parallex mapping, is this created via UDK's material editor? I will have a look online for tutorials on creating them to help with the floor.
What you said about the lights is very true, I did rush them. I will go back and spend more time on them.
The black things on the wall, a few people have asked their purpose. I havent got a clue what they are, in my 1st post I linked to 2 concepts by charles Lee that I used as a basis for the corridor. One of them had the black thing on the wall, 1 large one instead of 3 smaller. You mentioned that the shapes need to tell a story, this is something I put no thought into. But you are very right, and it is something that I will start doing right away.
Same with the offbeat panels, I did not think as to why they were like that. I will definitley go back and revise the wall.
I also agree, the scene is very polygonal. Perhaps by creating a corridor intersection near the centre, with curved like pillar pieces were the walls would connect? Also the right side of the corridor, that wall is a place holder, I will create another wall for that side, perhaps making it more curved could help the scene?
Yeah, I agree I need to pay close attention to the specular. This is actually the 1st time ive created a spec map, so any little tips for making it would be great.
Thanks again for that post, you have been very helpful with your advice.
Keep up the good work!
Prophecies, Thanks. Yeah, that pattern along the top is crooked in parts, I wanted to model them slightly bent in places. But yeah, perhaps it doesnt suit. Im going to go back and remodel the wall with the advice that shepeiro gave, so I will change that pattern at the top also to try make it suit better. Thanks.