Hi! I just thought I could post some screengrabs from a little building I'm working on. My goal with this is to make a clean & stylish building. So far I have the first floor done and I hope to have the rest of the building done soon.
This is rendered inside UDK with a simple direct light casting dynamic shadows.
Some of the materials:
Please let me know what you think!
- Thiago Klafke
Nailed the stated intention and what's more there's a lot that is very pleasing about this building visually, mostly to do with those warm colors and exposed ducting and such--just the right balance between futuristic and believable, without getting too cold-blooded about it. Thanks for sharing.
hey, minotaur, your sci-fi stuff has a great feel to it.)
I personally find clean, slick stuff harder to execute, then all the grungy uber detailed, so - great choice.) Nothing to crit so far. Gimme more=)
Amazing! I can see a great color variation while still creating a clean and light atmosphere.
This is already good and I'm sure this will get even better!
really love that style man, and everything around the windows on the first floor looks awsome, slick texturing all around too. Goin right in the inspiration folder ^^
Well once I saw the name..I thought oh thats the guy who did that other amazing sci-fi piece. I love what your doing with the clean style, I'm a big fan of sci-fi in general. I happen to be playing Dead Space 2 right now and must say I can see this building and the last piece fitting right into the world especially with your color schemes. Keep up the good work.
Simple yet efficient and clean.
Good idea to post material samples btw
I am working on my personal sci-fi thing and actually have spent some time on adjusting metal pannels shader and stuff so your samples provide additional good ref for me
needs more segments..
Right now, it seems that you are using the same ammount of segments in the pipes and in that vent. Which is not nice. Bigger things should have more sides.
Other than that, looks nice
This has been said a lot before but this is looking great.
I love your use of colour, the simple, clean but very effective textures and materials and the architecture itself.
The only small thing is I don't really understand what's going on with the door. Maybe try to up-res the cubemap slightly.
I was about to say that, but he did first, so what he said
For the cubemap you can try doing a cubemap sample in the editor with a scene that is just a blue skydome. You can bring it into Photoshop after and run a blur on it too so the details aren't so easy to pick out.
Really nice use of saturated color and clean textures. Definitely gives me a mirror's edge style vibe. I can't wait to see how you continue the next couple of floors.
ohhh Thiago, you melt my heart good sir It would be great to hear some insight in how you start these projects, how do you choose a style / how you go about building these pieces and creating your textures.
You've become one of my fav artists buddy, really pumped for this
This looks fantastic, I've always wanted to make something like this. I would recommend using a different method of reflection, The cubemap doesn't hold up very well in screenshots. Maybe try using a 2d reflection mapped to screenspace or something.
hey, minotaur, your sci-fi stuff has a great feel to it.)
I personally find clean, slick stuff harder to execute, then all the grungy uber detailed, so - great choice.) Nothing to crit so far. Gimme more=)
That's true. The thing I like the most about working on clean environments is that special attention must be paid to define the materials properly. Concrete should look like concrete, metal should look like metal and so on.
That's also why I chose to go with simple dynamic lights for this scene. It's easy to overlook poor material definition when you have lightmass with all the cool light bouncing going on.
Well once I saw the name..I thought oh thats the guy who did that other amazing sci-fi piece. I love what your doing with the clean style, I'm a big fan of sci-fi in general. I happen to be playing Dead Space 2 right now and must say I can see this building and the last piece fitting right into the world especially with your color schemes. Keep up the good work.
Thanks I started playing Dead Space recently and although it looks a bit rough in some parts, the materials are pretty good and atmosphere is fantastic! Just wish I had played the game earlier
Simple yet efficient and clean.
Good idea to post material samples btw
I am working on my personal sci-fi thing and actually have spent some time on adjusting metal pannels shader and stuff so your samples provide additional good ref for me
needs more segments..
Right now, it seems that you are using the same ammount of segments in the pipes and in that vent. Which is not nice. Bigger things should have more sides.
Other than that, looks nice
This has been said a lot before but this is looking great.
I love your use of colour, the simple, clean but very effective textures and materials and the architecture itself.
The only small thing is I don't really understand what's going on with the door. Maybe try to up-res the cubemap slightly.
I was about to say that, but he did first, so what he said
For the cubemap you can try doing a cubemap sample in the editor with a scene that is just a blue skydome. You can bring it into Photoshop after and run a blur on it too so the details aren't so easy to pick out.
This looks fantastic, I've always wanted to make something like this. I would recommend using a different method of reflection, The cubemap doesn't hold up very well in screenshots. Maybe try using a 2d reflection mapped to screenspace or something.
Agreed, the cubemap looks horrible.
JordanW: I tried to do that in UDK several times but could never figure out exactly how to. Does anyone have any idea how to do that?
ohhh Thiago, you melt my heart good sir It would be great to hear some insight in how you start these projects, how do you choose a style / how you go about building these pieces and creating your textures.
You've become one of my fav artists buddy, really pumped for this
Thanks Jason
This building started a bit different than my other UDK scene. For this one I gathered a lot of references upfront. I browse several modern architecture sites quite frequently so I have a nice reference folder for that. I also love Syd Mead (I think he's the greatest modern artist) and he has always inspired me a lot.
Regarding movies, nothing is prettier than 2001 imo, so that's also always a big inspiration.
Here are some of the references I used for this:
This building has quickly became one of my favorite buildings, the colors, the materials look fabulous:
I then created a quick mockup model to check composition and try some ideas. The final version looks pretty different though:
Since I decided not to use lightmaps for this, I could overlook some of the planning and work with big collapsed meshes (something I was not used to). I also like to work on both geometry and textures at the same time (always try to use texture proxies!!), so the process wasn't as straightforward as it should be but that's how I work
I hope that helps, please let me know if you guys have any addition questions!
Now onto the top floors and I'll wrap it up as soon as possible.
You should be able to take reflection vector, use transform vector and go from tangent to screen, then component mask of R,G then *0.5 and +0.5 then use that as your image's texture coordinates
looks amazing. wondering if you could take the time to show the "modularity" (if there is any?) of this.. id be really interested in seeing the method of creation for this.
yummy stuff. I can only echo all the nice things that other people have said. Buildings don't normally do it for me ( other half does arch vis so I may have seen too much ) but I do like this very much.
Great looking piece! How many different texture maps do you have for this piece(not including spec or normal)? And how did you handle things like the wall on the left side, with the pipes. It's got that green strip there, was that just a material adjustment or did you make another version of that diffuse?
Replies
Only thing that seems a little odd is the panels around the door or entrace.
It's a silly cubemap but it does its job when moving around it.
Definetly keeping tabs.
It looks fantastic!
Well done man
"clean" is very underrated !
I personally find clean, slick stuff harder to execute, then all the grungy uber detailed, so - great choice.) Nothing to crit so far. Gimme more=)
This is already good and I'm sure this will get even better!
Keep up with the great work, min0!
I've always liked your strong use of colour; the high contrast and saturation really reminds me of Mirror's Edge.
I'm gonna follow this one :thumbup:
really love that style man, and everything around the windows on the first floor looks awsome, slick texturing all around too. Goin right in the inspiration folder ^^
Simple yet efficient and clean.
Good idea to post material samples btw
I am working on my personal sci-fi thing and actually have spent some time on adjusting metal pannels shader and stuff so your samples provide additional good ref for me
If I had to nitpick.. it would be that the circular vent in this picture http://thiagoklafke.com/misc/temp/b_beatuy05.jpg
needs more segments..
Right now, it seems that you are using the same ammount of segments in the pipes and in that vent. Which is not nice. Bigger things should have more sides.
Other than that, looks nice
I love your use of colour, the simple, clean but very effective textures and materials and the architecture itself.
The only small thing is I don't really understand what's going on with the door. Maybe try to up-res the cubemap slightly.
I was about to say that, but he did first, so what he said
For the cubemap you can try doing a cubemap sample in the editor with a scene that is just a blue skydome. You can bring it into Photoshop after and run a blur on it too so the details aren't so easy to pick out.
and your colour reminds me a lot of Mirrors Edge especially the red pipes and railing.
My only gripe would be the yellow. I think it'd look better as grey.
You've become one of my fav artists buddy, really pumped for this
As much as that would rule I don't have plans for that atm!
Indeed!
That's true. The thing I like the most about working on clean environments is that special attention must be paid to define the materials properly. Concrete should look like concrete, metal should look like metal and so on.
That's also why I chose to go with simple dynamic lights for this scene. It's easy to overlook poor material definition when you have lightmass with all the cool light bouncing going on.
Thanks I started playing Dead Space recently and although it looks a bit rough in some parts, the materials are pretty good and atmosphere is fantastic! Just wish I had played the game earlier
Judging by how things go at the moment, the future will probably look more like Fallout though
Glad I could help somehow!
You are right sir, I'll fix that!
Agreed, the cubemap looks horrible.
JordanW: I tried to do that in UDK several times but could never figure out exactly how to. Does anyone have any idea how to do that?
Thanks Jason
This building started a bit different than my other UDK scene. For this one I gathered a lot of references upfront. I browse several modern architecture sites quite frequently so I have a nice reference folder for that. I also love Syd Mead (I think he's the greatest modern artist) and he has always inspired me a lot.
Regarding movies, nothing is prettier than 2001 imo, so that's also always a big inspiration.
Here are some of the references I used for this:
This building has quickly became one of my favorite buildings, the colors, the materials look fabulous:
I then created a quick mockup model to check composition and try some ideas. The final version looks pretty different though:
Since I decided not to use lightmaps for this, I could overlook some of the planning and work with big collapsed meshes (something I was not used to). I also like to work on both geometry and textures at the same time (always try to use texture proxies!!), so the process wasn't as straightforward as it should be but that's how I work
I hope that helps, please let me know if you guys have any addition questions!
Now onto the top floors and I'll wrap it up as soon as possible.
http://www.salman3d.com/tutorials/tut1.html
are you gonna leave the upper part all concrete?