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U.S Penitentiary Alcatraz - Environment [UDK]

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maverickhornet polycounter lvl 9
Hey all,

This is my first major post on Polycount so forgive me for being such a rookie!

Anyways, its summer and theres lot of free time bouncing around before getting back to University. So I thought it would be a good idea to do some kind of project in the mean time.

Earlier this year I visited San Francisco for a Holiday (Vacation) and on my stay I saw the grand U.S Penitentiary Alcatraz. Being such a creepy interesting place, I thought it would be perfect to try and capture the mood in a UDK environment. The different uses of lighting in the scene would easily set the mood.

I've never used UDK before so could be interesting as I've only used Unreal Editor 3. Hopefully I will learn fast and get to grips with the new layout and features! I've done a few environments in UE3 before so the skills I am guessing should transfer over.

To start with I'm just going to focus on the inside of the building and then work outwards. I'd love to make the entire Island right down to the waters edge as well as creating just the interior of the Prison. Not too sure if there will be enough time to create the outside so we will see as I have got other projects on the line to do (more Vehicle based).

For now though I am going to leave up some reference boards just to get the feel for how the environment will be. Its only a small selection of reference images I have put here (all copyright free btw and also my own) but just giving an idea of what is to come.

Might be asking for advice down the line as well hehe.


CellsandlibraryReference.jpg



CellBlocksReference.jpg



CellBlocksandReception.jpg



DiningHallReference.jpg



outside2Reference.jpg



outside3Reference.jpg



outsideReference.jpg

Now it is time to start the block-out process which should be a mix of UDK and Maya block out models. Do you guys recommend I shoud start just blocking it out first in UDK with additive BSP or block out in Maya and import in to UDK?

Cheers guys.
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