Havnt made any sci-fi stuff so thought i would try it out. I started this today and would love to get some feedback from all sci-fi people around here. does it miss something? how do i take it to the next level? and so on. The plan is to bake it down and texture it tomorrow.
very heavily based on the quake 4 concept by Paul Richard but with some ad-ons and small changes..(
www.autodestruct.com)
http://www.autodestruct.com/images/quake4_door3.jpg
modelled in Modo, lamp light added in PS..
cheers
Replies
http://img807.imageshack.us/img807/3399/scifidoorwip4.jpg
thanks!
edit: just realised i wasted alot of tris on the inner loop of the fan holes.. will fix that..
did you use maya or some other shenanigans?
here we go
imageshack: http://img803.imageshack.us/img803/9062/texturedwip.jpg
You should definitely experiment with streaks on the doors or floor where the doors retract into their sheathing. Think about over time how this door opening and closing over and over would effect both the door and the floor around it.
The trim around the door could be well served as a rubberized material, as well as the 'padded', floating parts of the handle, maybe even the whole floor panel around the grating. Think about what else might make sense to be a rubberized/plastic material, and make sure to give it a very low gloss so it a has a wide specular falloff and sheen to it.
I agree with the comment about having a little more color. This feels quite sci-fi industrial to me, and industrial can always handle a little splash of color. Having the numbers on the door be high-saturation makes sense (as they would need to stand out to for useability-sake). You might also think about a hazard-strip somewhere, like perhaps along the bottom of the door or on the floor somewhere since that's where the movement is.
Any way you can give it a little more character is always fun for a portfolio piece, since you don't have to worry about repetition in a real environment. Think about removing a piece of a grate, or removing a screw from it's hole, just to make it different. Maybe even making a panel a different color, so it looks like it has been replaced. Whatever you can do to give a little more history so it isn't as fresh-out-the-factory.
I really love the 'lit' render you posted earlier....I'd suggest going with that for final product, as it's more impressive.
I'm not a fan of the chipped paint tho, it looks very "game'ish". Keep it subtle! Not a big fan of the dirt around those 2 holes. It doesn't make any sense, unless those holes shoot flames or something.
Care to show the UVs?
cheers
Layout of the UVs
http://www.polycount.com/forum/showpost.php?p=1382348&postcount=16
"Level 5 Clearance": It just seems too plain and straightforward to me. What if it just said "CLEARANCE", and the 5 was inside of the triangle (negative space)? Maybe this should be on the door instead of this "F24" business?
The handle: The white paint on the handle looks odd...I'd make it untreated/reflective metal as well.
The fans: Do they have matching drips? this is off-putting to me... Have you thought about making them spin for the final product? would be a nice detail...could have a video of them spinning and the light flickering or something...
Overall colors: Too warm and monotone in general. Don't be afraid to use your colors more! The blue was too far in the other direction, but you can use more than one color. What if the level 5 clearance was bright yellow, the Sector 13 on the door was dark black, the arrows on the door could be red, the olive green paint on the frame was a more desaturated blue....All I'm saying is experiment, don't feel the need to keep one color of paint across everything.
I see you've added these drips and stains to various places, use those as excuses to add a little color & high specular as well.
about the fans thats not a bad ide=) havnt thought about animating them but it should be fairly easy to detatch them from the mesh. Also, the light is already flickering and that looks pretty nice=) might fraps it when i feel that im done.
Again, thanks for the exelent feedback. always nice when people take their time to crit=) will look through it again tomorrow and see what i can do about it=)
cheers!
[ame]http://www.youtube.com/watch?v=BTjOadLMhqA[/ame]
The cylinders at the very top bug me being all nice and white....They should be more about functionality and less asthetic since they are out of the way and only serve a mechanical purpose. Raw silvery metal ftw.
The handle always reads as 'stripey' to me. What if you just filled in the center?
Hazard stripe is getting lost too..could be thicker,come out a little farther.
I will shamelessly steal this feedback from SHEPEIRO in another thread:
maybe work on the light a little, try to give the illusion it is backlit by giving it more of a gradient like this:
http://2.bp.blogspot.com/_lisY8rJMAmY/S0cWQ4up1dI/AAAAAAAAAV0/7ehf5HcX7Ug/letters-A-S.jpg
Love the ribbing around the light, the little red light you added...all the details are really coming together man, nice work.
other than that, you've done a great job here.
scizz: Yep simply detatched the geometry and animated them.
cman2k: Thanks again. really thankful for all your feedback here=) cheers! Floor will be more damaged, will work some more on it today. And you are probably right regarding both the handle and the top cylinders. will do something about that. The Backlit effect would be cool. not really shure how to do that in a good way though. would need a funky shader or something to look good from all angles?
glottis8 and Oiban: thanks=) glad you like it.
nfrrtycmplx: Yeah they are kind of soft. my thought here was that people walk against those pointy parts a few times a day for a number of years and the paint gradually scrapes off. but might sharpen it up just a little mor.
cheers all!
[ame]http://www.youtube.com/watch?v=NUa6ZRqB7Rw&feature=player_embedded[/ame]
Jordan thats no problem, would be nice if you tried another color theme though, so they dont look exactly the same lol=) keep in mind that the very base design is from autodestruct.com and not my work.
you have a really nice crisp look here, the softness of that diffuse map in the mentioned spots makes it look like a specular problem, or squishy normals...
Your call, of course. And the piece still looks really nice otherwise.
Cheers
does it work tho? open and close ?