Wanted to do something I haven't done in a long time, a classic space corridor : D
Spent around two weeks on this so far, so there are still lots of work left and lots of bits need texturing etc.
So far I've found it very stimulating doing some good ol' gritty stuff and not just funny looking cat statues. Would love to have you guys' feedback on this
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That seam that runs right down the centre of the ceiling is a little distracting. Might help if you can fix that up a bit.
lovin it so far.
I agree about the seam in the ceiling, haven't gotten around fixing that just yet. Unreal doesn't seem to like mirrored meshes connected with each other so I'm gonna have to either merge both sides into one mesh or simply just cover it with something.
Thanks for the feedback! Will look into getting some more colors in there : D
Try adding some different wall sections and have some doorways going off in place of some of the walls.
I would also add a little more contrast to the scene. Make your shadows a little darker and have spots of brightness down the hallway. It will draw your eye down the scene a little more and make it look a little more interesting.
I know you're still in the early stages, but also try adding more clutter and other junk. I imagine this being the bowels of a huge ship, maybe near the engine room or something, so loads of cool looking tools and toolboxes strewn about might look quite cool.
Good luck with it, I'm looking forward to seeing more.
Small update on this, got some more diffuse texture work done
Been trying to get the light looking more interesting, but for some reason it looks worse for every change I make :P This is the new approach i tried, but to be honest i'm not really happy with it. It does give the scene a bit more of a focus point though when highlighting the yellow machinery bit... hmm...
On the lighting, I've found that it's better to make your main light sources fairly weak initially and fill in the rest of the ambiance with groups of even weaker lights that slightly mimic the color of surrounding materials, faking some radiosity. Then you can just balance the intensity between the two for the right effect.
Thats gonna be my new catch phrase! Or do you own the rights?
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Looks awesome, maybe some vertex color to break up the rep a little? Certainly more interesting than a cat statue!
I second this.
Nice work Pomperi! I agree with greevar that this place could exist in reality. Can't wait to see the final product.
Maybe try to get some different color lights in there? A green "Exit sign" light, a flashing yellow or red waring light in the ceiling maybe? It will give you more to look at.
Can't you explain you go about and make you textures? Just quickly :poly142:
Alltid kul att se duktiga Svenskar p
sltrOlsson: Sure, I can try explaining my process a bit.
Normally when I do textures I don't really have a certain structure or typical workflow that I follow, it tends to be a bit chaotic at times. But generally I start out by loosely laying down a base containing the most essential details that define the shape, color and material characteristics of the model. I rarely rely to heavily on photo materials at this point as it's more important to lay a base that brings out the form and feel of the model. Having a highpoly to bake some of this information from is real handy, but not essential. You can get quite far with just an AO and a cavity baked from the highpoly, but you can also do all kinds of strange maps just to get a good sense of the form, such as lowpoly cavity maps, falloff maps, baked down zmats, normal map channels etc. You can also simply just brush your base, but having some sort baked info usually speeds up the brushing. Also try to get details with different frequencies in your base, like larger patchier details and smooth gradients.
Shameful kinectimals example:
zmat, cavity and a low opacity rock photo
Once I've laid a nice base I either add some photo material on top or simply do some more brushing in a new layer without blending modes to cover some of the rough details below and make some bits stick out. In short, the whole process is just base->define->define->define->final tweaks.
Painted on top of the base
In most cases I try to avoid using the blend modes, especially overlay as it creaks up the contrast and clamps all your finer values in your value range, and also most types of dirt and damage is opaque and covers whatever lies beneath it.
Some moss masked in and soft green color painted in.
Once you've got most of you details in you might want to tweak Levels, color balance and sharpness, to match up with the rest of your scene.
Hope you can make something out of that, it's late and I'm rambling. Might be a bit abstract :polytwitch:
big assed seam going right down the middle of your scene bro.
I think you should play around with the lights a bit more and really mess around with the post production settings to get that contrast that the scene lacks, its amazing the difference good post-pro can do.
http://www.chrisalbeluhn.com/UT3_Post_Processing.html
With regards to your textures I dont think that uping the contrast is necessarily a good idea, as high contrasty textures really don't tend to help your lighting. Bottom line keep you low contrast textures and let UDK post pro do the work.
http://udn.epicgames.com/Three/Lightmass.html
P.S - The bit I'm talking about above is about 2/3rds down
Maybe you should add some more interesting models in the corridor. Like a stair case, a control panel(s) or maybe some big ass machine. I'm talking about your foreground as placement.
Has a real Alien (the movie) vibe. Reminds of the surface quality inside their living quarters.
got some more progress done today with the lighting. Still not 100% pleased with it. Would like to get a softer look without ruining the overall contrast, but I think I'm slowly getting there. Also made a new pipe
I like the current lighting, maybe add a subtle hint of fog and some frost/condensation on some of the pipes? It looks cold in there. I also like that it has a little more color variation.
Too funny I got a Mirrors Edge vibe immediately as well. Must be the clean textures + lighting. Anyway looks good right now but you could do with some stronger light and shadow.
Will have a look at the lighting again tomorrow. Still struggling to get the bounces right for a nice radiant look, without killing all the shadows in the scene.
Some more progress with the pipe materials:
I've tried a new lighting now, but to be honest I'm not sure if it's better than the previous one, just different. What do you guys think?
Are currently doing some highpoly stuff for the big turbine in the middle and a monitor.
Have also done some changes to the lighting and tweaked most of the materials quite a bit.
As always I would love to get some critique on this, especially since I haven't done that much hard surface stuff before
It looking great but I think it could do with a little more colour variation.
Why did you change the red pipe? I actually kind of liked it.
Will try to incorporate more color into the scene, although I'm going to keep the wall textures quite neutral in terms of color and put the more interesting colors in the more bespoke set pieces.
Pogo: Agreed about the pipes, will put more polys in those : D
Good work so far! Great progress!