It has been a long time since I've posted any personal work, and since everyone seems to be doing deus ex related work, I thought I would jump on the band wagon :poly142:
This will be a warm up project for me to get back into the swing of things on a personal work level, I've been dropping it recently and I really need to kick it back up.
I really dug this concept, nothing to fancy but its a nice enclosed space that should hopefully be completed in a short duration (hopefully).
And here is some work I've done for tonight, I'm trying my best to stay away from floating geometry right now, its been a bit tough but I think its coming along.
Haven't been able to do too much sci fi at work, so this is nice to go back to. I'll have more updates tomorrow
Replies
Care to ellaborate why you want to stay away from the floating bits ? I thought it would be common practice, timesafer and whatnot ?
Just a brutal mental challenge you put yourself under ?
I always enjoyed your scifi-stuff (but my favorite is still the slightly cartoonish brick and stonework pieces - I could select them out of 100's as your work - which is a mighty good thing). Hope you make lighting not as harsh to the eyes as it is on the concept
@ Xoliul: yeh, I always wondered why you keep it so heavily on the vehicle side. That one environment you did, was magnific. And the scifi sector stuff just waits for you to conquer it... Stop making vehicles and bomb your portfolio with nice hard surface environment scifi-stuff !
Looking good, though that wall piece doesn't look that difficult to not use floaters on, no ? Or are you connecting everything as a single mesh ?
Can't wait to see this progress
you should really show this to Mr.Patel ! he love love to see ur work !
I'm anal about this because I was culprit of this in the past too, and really it helps so much to pay attention to this that I have a post-it with "watch your fucking edges" on my monitor
Also, it looks like you derailed from the concept ? you lost the cool vents shapes and some cool details on the left, and added some unneeded holes on the mid panel, sizes and proportions are kinda not matching either ? it's a shame because the way this wall panel is balanced on the concept is what makes it cool, etc.
keep it up tho, make the strangefate proud.
I was thinking the same thing vahl... I've forced myself to have more "soft" edges on the sides of pieces, but now that you mention it, I definatly strayed from that with this piece, I will go back and soften them up a bit (i just don't want to make it look blobby )
And as for following the concept, this was just a wip shot, so all those vents / lights etc. on the left wall will get done, but I can only do so much in one sitting vahl... you trying to kill me? :P As for the holes I added, you are right... those never felt right, and I was scared of just having a flat service, but it DOES make this concept look cool without all that added visual noise, they will be removed.
Xoliul / Acumen - The only reason why I'm not doing floaters is for practice really :P I want to make Pedro proud
Thanks all, more to come
I totally understand you were making wips, etc but some of the details aren't placed so that they will coincinde with the concept, and that's what my feedback was about keep it up man, you're doing great, just nitpicking because I see the potential in the piece, which could bring it from a "oh neat", to a "holy shit awesome"
Small update - I have symmetry on the left wall right now, I'll make those asymmetrical details in a bit.
great start. keep up the good job, man!
Definatly making an in-game scene for this within udk. But I'll prob render out some nice renders of the high.
Whenever I am in doubt, I always have you Arman to help me feel good about myself... :poly124:
Finally getting onto baking, slow progress is slow...
Then it's on to texturing, which I am really looking forward too. I have an idea of how I want the lighting / post to work, which will be taking the golds from Dues Ex 3 and mashing them until it works, Edios has nailed an amazing atmosphere which I would love to try and replicate.
Slowly but surely this piece is getting done
can't wait to see the final result.
You're so purdy... I mean... Uh... You're scene is looking good man!
Thiago - Thanks buddy, you're sci fi scene is a HUGE inspiration, I want to try and nail down contrast as well as you did.
Thanks everyone
pwnage
If I don't get the update out tonight, then hopefully tmr they'll be more progress. I would like to have this in UDK with at least a base texture / lighting done by the end of this weekend.
this scene,
pro.
It always comes down to mashing stuff together :P Looking good Jay..
[ame]http://www.youtube.com/watch?v=kugSYYQcd8g[/ame]
Looking forward the textures ^0^
Cube maps in UDK are super simple to hook up. I'd recommend building / texturing / lighting your scene first, then using UDKs cubemap generator, get true maps from that. I keep resorting to some old ones I have and they tend to throw my scenes off a bit.
Can't wait to see this textured up bud!
I want to work on it tonight but tiredness has hit me, but expect some nice updates this weekend
Do you ever use tools like crazybump or nDO, and if so what factors do you consider before employing them.
Usually though I like to make my high poly first, since it is much more "relaxing" to do that and then quickly build your lows / unwrap / bake etc.
I'm absolutely in LOVE with nDO, and I currently use it just about everyday at work. It is a great mix between crazybump's ability to produce depth and Xnormal's ability to produce great high / mid frequency details.
Now mind you most of those details I paint in after I have an initial bake, orrrr if I want to get something out fast without having to worry about modeling / sculpting.
I've also found that I love to first base out my entire scene within 3d max, make sure everything looks good / fits correctly, then quickly export it (in place) so its 1 to 1 within the engine itself. I wouldn't take this kind of approach if I was just making props (unless there was a reason) but for scenes like this, i really don't need to worry about placing everything and hopefully it fits together, I just like knowing when I import it into the engine, it'll fit nice and tight
Tomorrow I'll be working on finishing up the modeling / uv fixes and then finally taking it into UDK to get the base of it built out in there. From there it is onto texturing
I have a couple of things I'd love to try for this scene ( a couple of screen effects) that I think it should be good practice in preparation for what I'll be working on next.
More to come
Anyway, keep up the goodness!