Looks great so far Gannon. I'd watch the modularity. Make sure to have some custom pieces. This could easily fall into a repeating 10 meter strip. Your block out forms are nice so far though.
Haha, glad to see you guys are as excited about this as I am.
@ Jeffro - I've got some nifty crates and decals and some ideas for the far end of the tunnel I'm noodling around with to get some cool unique objects to break the modularity but more on that later.
@ ParoXum - yeah, I noticed it ( the distance ) after I posted it up in the thread so I nudged some stuff around a bit and I think it's looking better but it still feels a bit off. Screen shots after I get home.
Working on some pallets and that nifty looking container there, screen shots of those in a bit. I didn't bring the main scene files with me to work on the UDK side.
Started playing around with some hand painted realistic concrete textures, testing out how to make it look painted on and did some sculpting and bases for other things.
Tweaked the pillar texture a bit, some weird anomaly going on with the one on the left. That splotch isn't in the texture or any other pillar but it just started showing up for some reason. I kinda like it so I don't care. Plus it's going to change again once I add in the dripping rust around the base and the numbers for the pillars.
Decided to give the rock walls a whirl. I'm not 100% thrilled with them yet. I need to bring out more darks in some areas to get a little more pop but that'll come later.
I need to finish sculpting the last cross beam, finish modeling the pipes that breaker thing and all the other wire/outlets to be mounted on the pillars. figure out what's going at the end of the hall and then it's on to shader work
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OR ELSE!
pretty good mockup so far, looking forward to seeing it develop
@ Jeffro - I've got some nifty crates and decals and some ideas for the far end of the tunnel I'm noodling around with to get some cool unique objects to break the modularity but more on that later.
@ ParoXum - yeah, I noticed it ( the distance ) after I posted it up in the thread so I nudged some stuff around a bit and I think it's looking better but it still feels a bit off. Screen shots after I get home.
Working on some pallets and that nifty looking container there, screen shots of those in a bit. I didn't bring the main scene files with me to work on the UDK side.
-Gannon
The crates a little tough to see so I'm just winging it as usual. Feel free to put in any design ideas/suggestions.
Started playing around with some hand painted realistic concrete textures, testing out how to make it look painted on and did some sculpting and bases for other things.
nice work so far though keep it up
Tweaked the pillar texture a bit, some weird anomaly going on with the one on the left. That splotch isn't in the texture or any other pillar but it just started showing up for some reason. I kinda like it so I don't care. Plus it's going to change again once I add in the dripping rust around the base and the numbers for the pillars.
Decided to give the rock walls a whirl. I'm not 100% thrilled with them yet. I need to bring out more darks in some areas to get a little more pop but that'll come later.
I need to finish sculpting the last cross beam, finish modeling the pipes that breaker thing and all the other wire/outlets to be mounted on the pillars. figure out what's going at the end of the hall and then it's on to shader work