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Underground Mining Supply Dock

Hey guys,

Started up on this project, gonna take it to completion. Could use some help in the concepting department though, suggestions for assets to put in, stuff to add to the asset that's there.

Gotta add stuffs to the catwalks, etc. There's a lot to do.


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Replies

  • Mark Dygert
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    Cool stuff so far! Careful on some of the smaller details you often need to exaggerate them for them to capture and bake properly.

    As for asset suggestions:
    - Vents and fans? Everyone needs air.
    - Bundles of cords and pipes? Water to cool drilling equipment and power to run everything.
    - Conveyor belts or delivery/recovery systems for rock and supplies?
    - Giant "Safety first" and "# of days since a catastrophic death" signs or other message relay systems, PA speakers, reader boards, clocks ect...
    - Management office or break rooms?
    - Survival room or gear in case of a cave in?
    - Cranes and tracks, overhead or on the ground?
    - Generators and pumps?

    Going back to the past can be really helpful for ideas:
    http://www.gamineral.org/Historic-Photographs_Copper-Basin-Tn.html
    http://www.flickr.com/photos/40306044@N04/3706659185/
    http://homepage.mac.com/uniace/property/mojaveland/mojaveland-Pages/Image14.html
    http://homepage.mac.com/uniace/property/mojaveland/mojaveland-Pages/Image15.html
    http://www.alibaba.com/product-gs/421103603/Coal_Mine_Conveyor_Machinery.html
  • Smi7h1sH3r3
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    Thanks Mark, those are very helpful. I love the old mining stuff, didn't think of that. Was looking at a lot of sci fi concepts, but didn't go back in time. Sweet.

    Here's a few shots of the main asset I'm working on. Also here, could use help on the smaller details for the pieces. I think texturing will take care of a good bit, but would like to have some smaller stuff added in too.

    Will be adding cables tonight or tomorrow, depending on how time treats me. We'll see I guess.

    ^_^
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  • Smi7h1sH3r3
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    Hey guys,

    Here is a quick update. Long wait in between, did this in the past few days though.

    3 diff passes, wasn't sure if I should show them all but figured it'd be good if people saw my process, can help me improve on things from beginning to end.

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    Cylinder212NormalsMap-1.jpg
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  • PogoP
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    PogoP polycounter lvl 10
    Id say you should have some of that normal detail as actual geometry rather than just using a flat plane. Normal maps are good for fine detail, but the larger stuff you should model in.
  • Oniram
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    Oniram polycounter lvl 17
    i was impressed with the work up until i got to the textured version. for your metal. if you're going to wear the paint down, those parts need to have sharp edges, clearly showing that the paint has chipped away. then add some variance to the edges so its not so uniform. the cloudyness fade that youve got going on the top wouldnt happen like that. the edges are just way too soft, and it seems like thats not an area that would typically get scratched unless something were on top of it.

    id imagine your blue paint is on a separate layer from the underlying metal (as it should be). mess with the blend if options to start exposing some of the underlying material.
  • Smi7h1sH3r3
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    Pogo, hells yea man. Still getting the hang of what will show up in normal maps and what won't, what's best to model in etc. Will keep it in mind for the next few assets.

    Oniram, there will be a processor/grinder on top of this thing but you're right about the sharpness of the chipping, definitely needs to be stepped up. I'll try to start showing more of the metal material underneath, see where that goes.
  • Smi7h1sH3r3
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    So tried to sharpen up the chippings and what not, change up the texture a bit. Spec map is working sorta but needs refinement as well. Gonna move on for now, work on some other assets however whatever you see for the textured asset please let me know.

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