Hi everyone, thanks for all the comments on my last project where I modeled a
robotic drone. I took them all very much to heart and Im looking forward to implementing those and doing better on this current project.
So Im pretty much doing a sci fi hallway. A while ago for Unearthly Challenge: Good and Evil, some friends and I attempted to participate. We sadly had a failure to launch, but I still like the ideas we came up with and would like to see it through.
Here are the first few images of the environment, as well as the paint over a buddy of mine did to suit the criteria of the aforementioned challenge. Currently I modeled out the wall portion. Took some liberties with a few parts, but for the most part I tried to model the big shapes closely following the concept. I have some parts for the wall that I would like to bake out its normals on to a plane and bend that to match the curvature of the hallway. After that Ill bake out the maps for the other larger pieces put things together from there and see what I come up with. The next big step will be to model out the floor.
A goal in this process is to get better with reusing built assets to create the environment efficiently. So suggestions with that would be greatly appreciated, as well as anything else I could be doing better. Ill also be sticking to the specs that were given for this
challenge. Thanks in advance for looking at my work, and for any comments or critique you have.
Original Concept
Paintover
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Wall pieces
Everything together
Replies
some of the panelling looks like it would overlap like armour quite nicely giving each panel a nice slanted normal
also the round thing doesnt sit quite well on the wall.. maybe add a collar round it which interacts with the shapes of the wall panelling
Heres an update on my progress. Ive been spending my time unwrapping and baking normal, diffuse, and ambient occlusion maps for the main parts of the wall. I have about 10 or so more pieces to unwrap and bake. After that Ill start piecing the wall together till I come up something that can be tiled and used over again to create a hallway similar to whats in the concept. Images below are the low poly next to hi poly for comparison. The low poly has normal, ambient occlusion, and a base color.
Wall Part01
Wall Part02
Ball
BallFrame
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Though there are a helluva lot of wires in the concept, so moar of them?
I agree that the poly count seems a bit high on the ball, and the frame it sits in. Ill look into reducing those as I move along.
Yeah cant wait till I add in the alien stuff, but first i just want to get the environment right, and then add alien stuff to it.
Thanks for the comments guys, much appreciated.
Next on list of things to do is fix the normal map irregularities, and adjust the base color. Right now I dont like how busy it all looks together right now. So Ill try having darker colors and less contrast for the back wall, and the pieces on top will be lighter. After that I will be looking into another viewport viewing solution like 3Point or Xoliuls shader.
Im thinking of holding off on really detailing the environment till its all there set in place with a good base color layout. So after I finish this list of things to do Ill be moving on to the floor and ceiling portion of the environment.
Thanks for everyones comments I went ahead and reduced a bit here and there, however looking at things I probably could reduce even more. If you have any comment or critique it will be greatly appreciated, thanks.
Wall tiled with base color, ambient, and normal maps
Wires
Doesnt fit in right
I did find a quick viewport solution to preview my model with maps applied in using 3Points shader. However, in the long run I will probably need load the environment in a proper engine like unreal or crysis.
Below are some screen grabs of the shader on some of the props in the scene. Theyre just using a normal map, base color, glow map, and ambient occlusion.
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