Hello everyone!
My school group and I are making a FPS as an assignment. We have 10 weeks to complete is with a team of 6 graphics and 5 programmers.
To shorten the post (and also because we, the group, will probably make a bigger post about it later) I will just say that the story revolves around the discovery of cold fusion and some terrorists that took over the facility. So its up to Swedens top agent (the base is in Sweden, our school too! :P ) to go in and take the base back!
I am in charge of some environments and here are some concepts I did for the project:
This is the climax of the game, the reactor room:
And this is the entrance to the underground base that leads to the reactor room:
I havent started doing much except the concepts and texture studies like these:
This is the tiled concrete floor I want to use for the underground entrance I showed before.
And this is a concrete study I made so I would get the hang of it and can start doing the tiled pieces.
What do you guys think?
These are my first modular building works so I am a bit nervous to how to work thinking everything piece by piece but it is quite fun actually. I oddly found out that texture work is a lot more rewarding than doing character work, which is shocking since I always thought of myself as an character/modeler/3D artist instead of texture and environment but this is really fun!
Anyways, here are some work and I hope you guys like it. Any tips? Ideas? Suggestions? Im more than happy to hear you all out and learn!
Cheers!
Replies
With the moodboard setup you should sit down with you concepts and draw some quick prop ideas and placements. So that you got a feel for what kinda place this is.
The tiles texture is waaay to high spec, and to flat regarding spec and gloss. Try to take what you learnt from the philipK tutorials and apply them it on something of your own!
And i would say stay away from the mental ray renders. Try to get into the realtime-side of life immediately.
Do you have reference you're going from? Why not try and get some real life factory, nuclear plant reference and add your own spin fromt there. the colors, shapes don't really feel industrial to me, more like some alien factory. Also maybe you should scrap the lights untill you can get your geo right.
i would imagine lots of smaller wires, not huge wires that hang around the place for people to trip on. Vehicles/forklifts and machinery would most likely need to be moved around easily, so having things block passage ways, doesn't work too well.
Also. that tiling pattern doesn't really pop much. Why would a cold fusion facility want a fancy tiling concrete floor? Not like they're trying to win the "best underground research facility" award for better homes and garden.
ideas..
http://images.publicradio.org/content/2008/09/22/20080922_lab_33.jpg
http://images.publicradio.org/content/2009/05/21/20090521_nuclearplant_33.jpg
http://australianmuseum.net.au/Uploads/Images/6154/T12.6a%20nuclear_big.jpg
http://www.strongsupplyinc.com/images/power_plant_inside.jpg
http://www.siemens.com/press/pool/de/pressebilder/2010/energy_service/300dpi/ESE201002035-05_300dpi.jpg
http://i2.cdn.turner.com/cnn/2009/images/02/26/bushehr.turbine.room.jpg
http://lh6.ggpht.com/_mHlkbLR-wPI/R3gWSzAGiYI/AAAAAAAAArQ/LGf3zx1qgW8/PC231670.JPG
http://farm4.static.flickr.com/3554/3333640795_f6fcc879f4_o.jpg
:small edit: I finally reached my 1,000 post!! woo. :
Yeah, you can't blame him oobersil. We build everything in ice.
This is my room...
Gratz to the 1k mark
sltrOlsson: don't forget that all our clothing is made from polar bear and/or raindeer skin.
Hey sltrOlsson!
Sorry for the long time it took me to reply! But youre right. We actually did a moodboard for the game and even though I am not showing it here, we have a lot more areas and lots of props already being done for the project. Maybe I should have said that I am just showing some of the things I made for the game already, which is by no means the full extend of it! :P
Once again, I youre right! The textures seem a bit too high spec, I will tweak them and make some extra textures on my own.
But these arent Mental Ray renders, they are real-time renders using a real time CGFX shader (Koddeshader 2.0) that one of the guys here in Polycount did, Kodde (which happens to be my teacher! :P).
I will post new pics and props this week when Im back in school! Thanks for the tips!
@oobersli: The actual research facility exists in the north of Sweden so we do have lots of reference picture of the outside of the facility and already have lots of props for the inside. but youre right, I will redo the floor tiling to something of my own.