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UDK Yet Another Scifi Corridor (with glowy bits)

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  • sampson
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    sampson polycounter lvl 9
    alright, i will rebake normals for the other parts to correct scale.

    PROGRESS!
    walltext2.jpg
  • Ex-Ray
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    Ex-Ray polycounter lvl 12
    it's looking good. If your still having issues with those seams have a look at this if you haven't done so already:

    http://udn.epicgames.com/Three/LightMapUnwrapping.html
  • ParoXum
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    ParoXum polycounter lvl 9
    Looking great overall. But I feel like something's wrong with the colors. Like the army green on the pillar doesnt work at all with this orange everywhere else.
  • sampson
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    sampson polycounter lvl 9
  • Acumen
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    Acumen polycounter lvl 18
    now that color change really is a no1 improvement. looks much better now.
    while every piece looks stunning for itself i don't like how it looks when it's connected. there's neither an expected shadow where the two pieces intersect nor the according detail in the wall material to show that these 2 pieces are somehow connected to each other.
    no it could be proper lighting the scene that fixes it, an additional texture change on the wall to show, how things are connected, or an entire trim texture to connect the 2 things.
    i don't know, i'm not able to craft such things, i just think it looks like the last 0,5 % of work missing to make it look "real". could be, maybe ?
  • ajr2764
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    ajr2764 polycounter lvl 10
    looking great so far, I agree as well that the pillar connection to the wall needs to be worked on, it just looks like it isnt doing anything structure wise just kindof there.
  • sampson
  • StefanH
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    StefanH polycounter lvl 12
    I like the last textured picture. Textures have a painterly quality. The seam at the bottom of the pillar is really visible though. Overall i think you have to introduce some more blacks in your texture. Dont be afraid to go a bit darker in the crevices. It will make your textures pop more.
  • sampson
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    sampson polycounter lvl 9
    all my images are broke. carp i need to talk to my host.

    in the meantime i added an extra wall (moved it foo far in and it intersects with left pillars)

    2v82zv5.jpg
  • sampson
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    sampson polycounter lvl 9
    *shameless bump*

    im not sure how to fade the scene out, adding a door would take too much work i think, maybe a T shpae which you cant see past?
  • divi
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    divi polycounter lvl 12
    how about some stairs? but that would probably be just as much work as a door

    the scene has really come along :)
  • brandoom
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    brandoom polycounter lvl 15
    Add a door.

    Make your self a large pot of coffee, sketch some designs and make a badass door. Depending on how fast you can work, I'd think you'd be able to have one made within a day or two.

    But if you don't want to do that, than just close it off with a wall.

    A door would be way cooler though ;)
  • sampson
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    sampson polycounter lvl 9
    added just a generic roof.. ugh

    2ivy4u9.jpg
  • fearian
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    fearian greentooth
    The wall on the left looks good and so does the floor, but there seems to be alof of empt space 'in the air' as it where on the left. bring the pillar in shot to frame it?

    ooh, add hanging cables! you can't get more sci-fi corridor than thick drooping cables! :D
  • Autocon
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    Autocon polycounter lvl 15
    The problem with this scene is nothing looks like it belongs together in forum or color. Each asset by its self is nice but when together everything breaks down and it becomes obvious that none of the pieces belong with each other.

    The 2 different wall pieces, 3 different pillars and floor are all extremely different. All have different shapes, different elements and different colors. Every piece looks like a different style from a totally different game or at least a different level.

    The problem most people run into when creating a generic Sci Fi scene is they start with 1 asset. Make a cool HP, texture it and then go onto designing the next piece. You should ideally block out and design all pieces so you know what fits, how they will look/work together and make sure it dosnt look like a miss-mash of random sci fi parts.

    Another problem with sci fi is people think, oh its sci fi it can be any crazy design with bumped out and cut in pieces and it will look cool if it has a ton of detail. This is not the case at all. Really good sci fi is based on the same principles that most things now adays are based on and have strong elements and ties to things people will recognize. What is then dose is they are designed in a way to make them look more tech by either using more flowing/smooth forms or more angular industrial shapes. If things become hard to understand what they could be for in a sci fi design then clearly you have a poorly designed sci fi asset.

    I know you are using a concept art piece to base this scene off which is always cool but you do have to realize not all concepts are created equally. And quite frankly I think the one you chose is quite a poor concept. Each side of the concept looks totally different from the other (the problem your having in your scene). The only thing both sides of the concept share together seem to be the overall saturation. Im not saying have a symmetrical hallway as that is also boring but utilizing similar elements in the scene help tie it together and remove the goffy miss-mash of assets look.
  • fearian
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    fearian greentooth
    Autocon is pretty spot on about things looking slightly out of place. But I think even though the style of the two different wall supports differ, the shapes a fairly similar - what really draws your eyes to the differences is the colour. You have a rusty orange a light orange and green - and the way colour is applied isn't consistent throughout. I did a kinda paint over to show how I think this could help:

    vTcpA.jpg

    At the moment your scene has a kind of green haze to it, which doesn't match the dominant rusty orange theme. Also, you need to match up the balance of black orange and grey on your props to give a more unified look.

    imo you need to relax the glow a bit too - way to much harsh white light.
  • sampson
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    sampson polycounter lvl 9
    thanks for the great paintover, i have to re-bake that pillar on the left anyway so i might do something like that :D

    yeah its tough, cause i see that they are all different and i just kind of want to get the scene done and i have to finish it and dont have much time left
  • sampson
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    sampson polycounter lvl 9
    thinking i'm getting close to calling it done: p9j43.jpg
  • andybozo
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    andybozo polycounter lvl 7
    hey nice thus far. just a few comments that i hope will be constructive.

    oddlines.jpg

    it seems like the orange line should be smoothed out to a curve. its cool to contrast shapes curves vs hard edges but in this case it stands out as odd to me and it doesnt add to the cool factor.

    i agree with some of the stuff that autocon said about making your peices fit together. i think it would be worth it to tie your pilars in with your walls as much as you can so they feel like they are actually connected by some peices.

    as far as design goes i personally like the concept that you are basing this off of but you are moving away from that look quite a bit. it barely looks like the concept anymore.

    to me the concept looks a bit egyptian in style with its shinny goldish trims and shapes. it also has a few different materials marble and whatever the walls are. inorder to capture the goodness of your concept i think you absolutely need to add some different material types like marble and maybe carved wood. as well as tighten up your details so that some areas contain more detail and others have very little. some parts look pretty good and others less so.

    overall nice job, hopefully you can finish this bad boy off soon :)
  • sampson
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    sampson polycounter lvl 9
    with the different materials, i've kind of gone off on my own tangent with the concept and made it a bit more industrial metalscape kind of thing haha. (also i've changed the floor a bit but i still see your point about the sharpness and i kind of dont want to fixi t because it'd mean doing more texture work again.
  • sampson
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    sampson polycounter lvl 9
    i think i'm going to call it. theres still things that could be improved obviously, but i'm pretty sick ofit by now and lost motivation.

    2wegqo6.jpg
  • ZacD
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    ZacD ngon master
    I'd get rid of the bright hole and instead repeat it one more time but have it get darker.
  • fearian
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    fearian greentooth
    Its a shame you lost steam with this piece, its really on its way!

    Hopefully after a long break, you'll feel like revisiting it :P
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