Hey there !
Long time no post.
Here's the latest stuff I'm working on. It's a subway station, near futuristic.
I decided to go for a subway station after seeing this artwork by
Razorb :
So, I decided to create my own subway station :
And so I started with the platform, so, quick artwork :
And the result in 3D in the marmoset
I'll post some shot in the UDK later on, I just want to have more stuff done before taking any UDK screenshots.
Replies
Damn. It's looking really good at the moment, and will only get better. I'm excited to see it come together.
but IMO the original is way more atmospheric, especially lighting and composition f.e. the waiting room as main illuminator, broken up nicely by some pillars..
lighting-wise your concept feels like unlit viewmode with a fade-to-black fog.. not sure if thats your planned endresult since its possible to achieve a more suspenseful lighting by experimenting in UDK without strictly following a concept.. but i´d at least suggest to make some changes to your architecture like having variational room widths, vertical breakups (walls, pillars) or anything to avoid this centerfocused feeling of a single-room-tunnel with some props stuck to it
looking forward to more anyways
@kYo : You're totally right about the atmosphere and lighting. I'm not good into concepting(but I keep tryin' because that's a good and a fast way to see what's good and what's not) so my concept art is kind of a direction in term of colors and details more than atmospheric and lighting (which will be, I think, more like Razorb's artwork).
As for adding some vertical breakups etc, I really don't like having pillars on the plateform, but I'll look for other ideas to break the really straight lines I have for now. - Thanks
It's tough to swallow your pride and artistic urge to be creative and original, but it's going to help you a lot more. As I said I used to do that very same thing, and now that I got over that I feel like I'm learning much more and doing better work.
Really nice assets so far - but for a subway/train station - the floor surfaces suffer from being never used - i.e. there's no scratches from luggage - chewing gum stains and more importantly - footprints/shoeprints (I think you could possibly do these as decals). No mistake, it looks good as it is - and I'm not suggesting you put an epic grunge texture all over it - but it just looks 'un-used' and brand new atm.
keeeeep going!
Do the grunge to an extent, if you look at pictures of London's underground it isn't all THAT dirty, but I think chewing gum and such would be a nice touch. Your concept needs some advertisements, which are absolutely everywhere in train stations, you could use it to bring in some nice complementary colours to your scene. Also the '04' on the platform is rather hard to read, for a station as well, it'd want to be as legible as possible
Thanks for the feedbacks!
@Fingus : I don't agree with you on that point. I think it's always good to get inspired by something, and reproducing art sometime, but in my opinion, it's more interesting trying new stuff and learn from the mistakes. I reproduced some artwork in 3d in the past, thanks to that I learned a lot but now I want to learn new stuff about concepting etc (but I still want to focus on 3D, so I'm just concepting what I'll do and thanks to some feedbacks I saw what was wrong on my concept).
@OtrickP : Thanks !
Yeah about the linear aspect, I'll see what I can do about that, probably adding some elements breaking that etc
@achmedthesnake : hmm, I really want to stay away from that dirt we see everywhere theses days. But you're totally right about some chewing gums and a little more scratches/dirt but not too much .
Some images to show that sometime the subway grounds aren't that dirty
http://s0.geograph.org.uk/photos/77/05/770574_a145c53a.jpg
http://www.3dm3.com/forum/attachments/f187/16734d1228169875-3d-s-m-competition-11-subway-station-inside_a_beijing_subway_station.jpg
http://www.asergeev.com/pictures/archives/2006/486/jpeg/13.jpg
@Ihazard : Heh, you're right about advertisements, I'll add more of them on the walls. You're right about that 04, the dont isn't reallt nice, I'll change it when I'll create the decal
Some chewing gums (5 to be precise ) and some more visible stains and scratches.
Rails and rails floor also done :
Materials all seem to read pretty well too. Good work so far, will be nice to see this scene as it comes further along.
Great clean work so far.
show me more
@RexM : Thanks!
@eedobaba7726 : The first one ? I don't really remember it, if it's in the second one, I still haven't played it.
@Rick_D : Thanks
@Mio : Cheers !
@DarKMessiah34 : Yup, basic modeling for this stuff
@Electro : Thanks !
Update !!
Here are the 2 walls of the platform :
It seems the emissive doesn't light up in marmoset (even with a high value in the emissive)
Next update will be in the UDK
Top left : Diffuse
Top right : Normal
Bottom left : Specular
Bottom right : Reflection in red channel / Emissive in green channel / Specular Power in blue channel.
I finished the ceiling piece :
Hi :
Low :
And because I said next update will be in the UDK :
Finally I think I'll put these vertical beams (because they add a lot).
Lighting is very Wip (I'm just using the emissive to light for now), no Post process, FX's, fog and stuff like that because I don't need that at this stage. Some materials need some tweaks as well.
@SnakeDoctor : Yup, that's what I did but I make it in one piece (not really optimised but really easier for this kind of stuff ) but I could have make it with seperate pieces bent and snaped to grid.
Kind of a hatch (232 tris) :
And the Hi Res for the pillar (I'll put it on both side of the rails that's why I created a back for it) :
Its very dark for now, walls, floor, rails, are hard to distinguish, but those white benches, white stripes on the concept art will add a lot for sure, maybe you could turn the walls, to something more grey also.
anyway looking awsome!
Minor nitpick i have is to make the yellow safety line thicker, and move the platform-side pillars into the actual platform unless you've got a special train in mind.
(link to my current scene)
Yeah, you're right about the darkness; it's probably something I gonna tweak later on, when I'll have all the advertisings (which will add a lot of color/light) and all the props.
@re.wind : I really think the size of the yellow safety line is ok like that. As for the pillars on the platform you're totally right, I'll move them
@Computron : Thanks!
For the timelapse, I don't have any screen recorder software on my laptop right now so I'll try to make a step by step of the next texture if you like.
@ajr2764 : Cheers!
@sneakymcfox : Thanks!
Wires ? It's just planes for the most (floor, walls etc) but I'll post the one of the hatch and of the pillar on my next post.
@cdavidson : Danke!
@G3L : Thanks! I really try to work on my texture skills on this project.
@SgtNasty : Yeah I know, I wanted to try to have some wood pieces (because in some really cool and modern architectures you can find some wood parts) but I'll maybe change it later, depending on the lighting and the other props (maybe something more like the white part of the ceiling to bring a little more light color etc. I still don't know.
@MartinH : Thanks a lot !
@JFletcher : Thanks dude. To be honest, it's your texture work on Brink that motivates me to take more time on my textures. So, happy you like it
@Coridium : Heh, yes, it reminded me this as well
@Guy123 : Thanks
@Mjolnir_Zero : Thanks !
You're scene is really nice, specially the modeling, I like all these little details you put in there!
As for the texturing, I'll try to make a step by step on my next texture so maybe it'll help you
The size of the tetxure depends, some are 2k by 1k, th epillar one is 1k, in fact it depends on how close to the player it is
@shawnell3d : Thanks
@Sliterin : Here it is :
btw, it is added to the diffuse (so, plugged to the diffuse slot )
The green texture called RTT is basically a render to texture image based on a scene capture plane (here are some informations on this : http://udn.epicgames.com/Three/RenderToTexture.html)
This technique is not really console friendly because it is basically real reflection (i'm not using cubemaps and stuff like this) but because this scene is more like a portfolio piece, I don't really mind
@SimonT : Thanks !
So here are some update :
First, the finished pillar :
And the enxt asset I'll do, some sort of a console that give you informations and stuff like that. I used a lot of Paul Richards ref for this one and tried doing a little like him with line art and plain colors (but goshhh, that's hard )
So, next step is doing this console in 3D.
Hi Res of the console done :
Low Res is done as well :
Next update will probably be the bench.
Edit : Oops I forgot the wires :