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Apocalyptic Subway - UDK Environment

polycounter lvl 9
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Logan5 polycounter lvl 9
Hey guys

I've been lurking around Polycount for a couple of years now but this is my first thread. I guess the objective here was to get to grips with UDK and to start integrating a bit of ZBrush into the equation although most of the high poly assets ended up being created using MAX due to time constraints.

For the past 3 years I've worked in Nottingham, UK as an environment artist but have unfortunately been made redundant and am currently scrambling to get a portfolio together so your crits and suggestions are most welcome at this point.

Here goes........

http://dl.dropbox.com/u/3927685/subway_01.jpg
http://dl.dropbox.com/u/3927685/subway_02.jpg
http://dl.dropbox.com/u/3927685/subway_03.jpg
http://dl.dropbox.com/u/3927685/subway_04.jpg
http://dl.dropbox.com/u/3927685/subway_05.jpg
http://dl.dropbox.com/u/3927685/subway_06.jpg

Replies

  • SaferDan
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    SaferDan polycounter lvl 14
    That is really pretty, i love it!

    My only crit would maybe be that there isnt that much signs of human life? like bins and vending machines and ticket machines? stuff like that? I could be wrong, i know its apocalyptic but would there still be signs of these things having be there at some point?
  • TortillaChips
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    TortillaChips polycounter lvl 10
    I like the look of it but would those plants be that green in a place with no sunlight? I think some mossy stuff could be put around the plantlife as well, as it would be quite a moist area.
  • Bon
    Sorry to hear about your redundancy mate, trying to look for a job myself. All the best on that anyway.

    On topic, if I was playing I would like to see more assets, SaferDan is right, things like bins, cans, chewing gum ont the floor, crap building up in corners i.e. leaf litter/rubbish. Of course graffiti on the surfaces. Fire extinguishers, signs for the way out, old lighting hanging off, wires broken strewn on the floor etc.

    The clock looks like it is in working order, should wreck it a bit. Things like that will deter from the aim of the scene, which in this case appears to be devoid of human maintenance.

    Tortilla makes a good point on the plants being to green, maybe make some brown vines, mushrooms, plants which occupy low light areas. As he also mentioned, moss and lichens on most large areas, you have a great base texture down, just need to mess it up as it is to clean in a nature sense... you get me?

    To amplify on that, water maybe running through cracks, along the floor onto the track, down the walls, creating rust or mud stains. The roof may collapse from water logging. Roots may be tearing through the floors/walls/roof.

    Mate I could go on, but I think you got enough there :)

    Edit: As it is apocalyptic you should think of other methods of lighting other than electrical... there is no one about to run power stations. You could try cutting a hole through the roof to let sunlight in, random fires sparked due to ... god knows what lol. Think out of the proverbial box as they say.
  • EMC3D
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    EMC3D polycounter lvl 14
    Very good foundation, the lighting needs work though, your sources of light need more bloom and glow to make the scene pop and add an overall much needed contrast, you could also play with the lights in kismet to create some dynamic lighting and a potential focal point in the level.

    Also I would border more stuff, add borders to the walls where it meets the floor, a border where the platform ends and the track begins, basically chunk it out and make visually appealing trims and sets which are easy on the eye.
  • verybad
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    verybad polycounter lvl 17
    The working electronics clash with the plantlife. I think a better source of light might be a hole in the cieling. Post apocalypse shouldn't have power plants to make the trains run on time. The individual items look ok, but they don't fit with the title, and they don't work together.
  • Logan5
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    Logan5 polycounter lvl 9
    Thanks for the comments guys.

    @SaferDan: Thanks man, cant believe I forgot the vending machines (added to To Do list)
    @TortillaChips: Yeah I was a bit worried about the plants, I like the idea of it being a bit jungle-ish and was just trying to use plants that looked like they might be able to survive low-light conditions. Maybe a less saturated slightly darker hue.
    @Bon: Thanks mate its tough but at least I get to sit at home for a bit and do some of my own art for a change! Totally agree with what your sayin, if I get time I may put a wrecked train in there somewhere and a collapsed section maybe, its pretty basic at the moment I guess. By the way at this point in the future everything runs off fusion power ;)
    @Mr Bear: Thanks man the lighting was just trial and error really as its the first time Ive really touched UDK. Downloaded the free video tutorials from Epic which helped with the basics but if you or anyone can point me towards some UDK lighting tuts Id greatly appreciate it.
  • Cordell Felix
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    Cordell Felix polycounter lvl 9
    Looking great dude!
    I just think it needs more clutter, idk if anyone mentioned that already because i dont want to read right now..but it could use things like trash cans, piles of trash, flat card board boxes where bums used to/currently sleep which also gives your scene more story.
    Whenever you make an environment, try to add alot of story using your props.

    Try using some of this guy's techniques, i think your environment can use them.
    http://vimeo.com/7208356
  • ErichWK
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    ErichWK polycounter lvl 12
    Those green leafy plants are really throwing me off...
  • Logan5
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    Logan5 polycounter lvl 9
    Cheers Felix, I've seen some of that guys work before, thanks for posting :)
  • EMC3D
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    EMC3D polycounter lvl 14
    Logan5 wrote: »
    Thanks for the comments guys.

    @SaferDan: Thanks man, cant believe I forgot the vending machines (added to To Do list)
    @TortillaChips: Yeah I was a bit worried about the plants, I like the idea of it being a bit jungle-ish and was just trying to use plants that looked like they might be able to survive low-light conditions. Maybe a less saturated slightly darker hue.
    @Bon: Thanks mate its tough but at least I get to sit at home for a bit and do some of my own art for a change! Totally agree with what your sayin, if I get time I may put a wrecked train in there somewhere and a collapsed section maybe, its pretty basic at the moment I guess. By the way at this point in the future everything runs off fusion power ;)
    @Mr Bear: Thanks man the lighting was just trial and error really as its the first time Ive really touched UDK. Downloaded the free video tutorials from Epic which helped with the basics but if you or anyone can point me towards some UDK lighting tuts Id greatly appreciate it.

    http://eat3d.com/

    UDK section, very good tutorials on lighting and the works.
  • Logan5
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    Logan5 polycounter lvl 9
    Thanks for the c&c guys. Sometimes you can spend so long looking at the same peice of work that you dont really see whats wrong with it anymore. Im moving on to something else right now which I'll post soon but rest assured I'll revisit this at soon and crank it up a notch or two.
    @Mr Bear - Thanks dude, I'll check it out.
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