hi guys
i'm working on new small environement .. is a elevator scene
so i start with collecting some reference and blocking out my scene
i will using UDK for this one ; and i need some feedback please
now i'm making the hipoly :
i think , i don't have to make the elevator button inside because will be invisible :poly141:
tell me wath you think :: crits welcome
Replies
What are you highpolying by the way? Is it a specific type with lots of detail on? If not just do basic bevels and leave it to the texture work.
Secondly, it's not very much fun to look at like this. Most of the interest in an elevator would be the... buttons... and without an inside shot (which would require either closing the doors, or modeling the hallway outside), there isn't much to look at.
Make sure you know where its going. Other than that, decent start.
Maybe you can add some elements like that to the scene which will do away with just having an elevator there on its own. This is simply a suggestion but you might have another idea so...
update soon ^^
And maybe a piece on the middle maybe to give something to put pull attention?
@Free_Fall: like you said , i have to put more object to put attention .. i'm working on that
some assest for the scene :
wath you think ^^
i make the hipoly of the wall , it look good .. and one assest for the inside
the door look like a sc-fi wall , ^^"
I think he just uses viewport screenshots.
I think some one suggested this earlier but going for a more old style elevator with decorative casing would be a whole lot more fun, heres some examples I found quickly
http://media-cdn.tripadvisor.com/media/photo-s/01/1e/7f/39/great-old-elevator-to.jpg
http://media-cdn.tripadvisor.com/media/photo-s/00/17/2d/b5/old-style-elevators.jpg
http://www.worldofstock.com/slides/ADT3956.jpg
http://farm4.static.flickr.com/3512/3253876968_4f177b1dc5.jpg
here more update ... now it's time for backing normal map and AO ..
wip :
happy to hear your crits ^^
Question :
* i export my object to udk as ASE formal but i get some bad mesh , i don't know why ? and when i try to export it as FBX i get flip faces @_@ ugrrrr....
and starting Texturing too
here some shot :
i'm not good a UDK or lighting so need feedback and crits on it and Texturing
Also, the specular highlight is too wide and diffuse. It makes the panels look more plastic than metal. Plug in a higher constant into the Spec Power node of your material. You may also want to differentiate the scratches more on your specular map so they don't have the same reflective quality as the smooth metal around them.
Finally, the actual wall panel mesh doesn't look very good tiled 3 times for a wall. Ideally, there should be only one stripe running horizontally or two, with one at the top and one at the bottom. Likewise the vents look excess in that number. I've never seen a hallway with more than one row of vents on each side of the hall. Try modeling a couple more different types of panels and use them to break up the tiling meshes you currently have.
It's coming along. Keep it up!
so back with not big update :
making a new wall :poly136:
wath next :
*making a floor
*finish texturing
*adding more assest like paper .. ect
*learning more about lighting
crits welcome
tell me wath you think ^^