Hey guys, here's a very very early WIP shot of my current environment, a hangar with an F/A-18E Super Hornet in it.
I have loads to add (platform around the edge, generator, steps to cockpit, crates barrels/other interest) and the floor is obviously going to be replaced. Also got some tweaks and re bakes to do on the jet, as well as add dirt maps and blend layer to the building.
Anyhow I just wanted to share this and start a thread for this environment.
Replies
Yeah, the floor is literally just the CE3 placeholder texture atm, and the building lacks dirt and blend maps.
Like I say though, really early days with this one, will be adding and improving a lot.
This is going to be a night scene though? Do you have any suggestions for what I could do with that in mind?
Thanks
I actually agree with you, I was looking for ways to get some red/deep orange in there. The best idea I had was to switch on the rear wing lights which are a reddy orange color, and then I can also have some nice irradiance light around there.
It's something I'm considering, but I've set up the lighting to draw the eye to the front-center of the jet, so I'm in two minds as to whether putting a deeply contrasting colour like red back there might break the composition. I might just experiment with it and see if it works; if not, I'll make a paint can red or something as you suggested.
I am aware of there is some obvious tiling in places (eg platform floor), it's on my list of things to fix.
This doesn't help him at all!
The lighting does need some work, tho. Maybe lighten things up on the shadows side and set a direction from where the main light is coming from.
The lighting isnt that bad. I kinda like it. Tho, it would be a good idea to change the lights from blue to yellow. So u can say its sunlight and bring in some godrays.
Following the crit on the lighting, I tried to add some more light to the shadowed areas. I bumped up the overall scene brightness a little, and also added a series of lights running on the underside of the platforms to bring some illumination into those areas. Still wanted to leave some dark areas though, to maintain a good tonal range.
Starting to add a couple more assets in (theres still a couple sitting in weird locations though, just for the sake of making it easier to clone them). Added tire marks after finally figuring out the trick to road object materials, and I also fixed the gimped reflections on the underside of the jet where they shouldnt have been.
Not sure how many of these I can take :poly125:
I'm drawing from this comment, that you approve of the changes?
The hangar looks like an old, run-down factory building (WW2 era with the beams, oriel windows, general shape) and is pretty messy and dim. Whereas the airplane is pretty modern. Not ultranew, but not 60+ years old either.
With this aircraft I'd expect plenty of lighting, and a lot of white materials (reflect light = energy efficient) and a lighter construction. Sort of like this:
-lots of white
-plenty of lighting
-poured concrete
-no raised walkways around.
and for equipment:
rolling platforms, tool chests, paint spray kits (rather than bucketsN'brushes)
So in general, more modern stuff.
Don't get me wrong - the hangar looks great, and the plane looks great. Just that they don't fit together. Now if it were a P51 mustang or something then they'd fit together perfectly.
Again, I've no IRL experience, but there seems to be a clash of timeframes.
I guess, to follow on from what you were saying about the hangar looking older, thats what I was going for; like this was an old hangar, still around, but its only used for messy jobs and maintenance instead of the pristine shiny newer ones. Originally I wanted to do a pristine one, but it was so boring and I felt extremely constrained by feeling that I had to stick to that, so I changed direction on the environment.
Thanks man
The cloth I did using an Ncloth simulation in Maya. I set up the sim, then enabled interactive playback so I could throw the cloth around a bit in real time, and get some folds going. Froze the mesh once I had it how I liked, and retopo'd, then baked.
The tire marks are done using the CryEngine road tool, so it is a decal of sorts I suppose. Road tool offers quick flexibility for that type of shape, compared to specifically creating and importing floating geometry.