Wanted to try and take a shot at building my first enviroment and try to learn UDK.
Decided to go for a pretty simple scene from The Dark Knight movie.
Basically at the moment I'm just blocking it out, before going in to build the high-poly's.
Was thinking about building some modular pieces for this scene, like the pillars, the walls with the mirrors etc. and using some vertex painting to add the dirt?
Current state of the scene :
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Here's an update, just need to finish the lamp and build some security cameras.
About the door handle, in the movie there are 2 doors, (just checked it) one behind the Joker and one on the other side which is mirrored so will be doing the same thing for the final scene.
Which means at the moment the lamp is on the wrong side
And I agree about the edges, might be a little to low, thanks for pointing that out!
I agree that the window edges are a bit low, but not by much. I think they're actually a bit too thin at the moment. Maybe its the view, but it looks to me that the main problem though is that the windows are too narrow.
The whole room is actually too narrow. Look at the space either side of the door in your pic and in the reference pic for example.
I'd address these things if you're trying to stay true to the reference.
One thing that stood out to me when watching the movie and doing my own little version of this room was that it wasn't the size of what a lot of movies would use for an interrogation room. I mean, its actually quite spacious. Your version is actually the size of what I would expect an interrogation room to be.
I wouldn't know for certain, but I'd always thought lighting and a lack of space was supposed to have a psychological effect on the person being interrogated. Smaller spaces evoke totally different mental reactions from people than larger spaces with high ceilings.
I think they probably just decided on a larger room so they had more room for Batman to throw Joker around in.
Good luck with it. Hope my ramblings helped a bit.
I hope to finish the blockout later today with all the pieces modelled so I can build the low-poly's and get it into UDK
(don't mind the extra chair in the back, was testing some stuff for a final scene)
Did some quick uv-ing of the window part and textured it with a tileable texture :
with the diffuse map looking like this :
(The black part for the mirror)
Don't mind the overall quality of unwrapping or the map, was just wondering if this was the way to go for objects like this?
No not going for a perfect recreation, just something theresembles it alot, but according to some of the other ref I have it does appear wide enough with maybe the door just a little to wide
Finished the lamp High-poly just need to build the cameras and all assets will be done.
Still wondering about the texturing part, but hope to figure that out when I get to that point
Cameras aren't posed yet, when I build the low poly I'll make them all looking at the table.