I am trying to improve my skills in environment modeling by emulating the environment of the game, Deus Ex Human Revolution. I love the prominent use of gold and black in the scene as an art direction. And the game itself was a fun cyberpunk filled shooter. I wanted to create an office that was a part of the Deus Ex World, but not already in the game (ex. an office for an imaginary new DLC).
Alot of work needs to be done! Let me know what you think.
BTW,
LOTS of temporary textures.
The state the project is in now. With post process in use.
Layout of the room.
And if anybody can help me with this, I want this chair to have the buttons on the back. But I am not sure how to approach that. Suggestions?
Thanks, updates will come very soon!
Replies
Also, is that a ton of pictures of the pope on the cork board? Or am I just delusional? :poly142:
Edit: The person below me made me have an epiphany, needs potted plants. That would really give some life to the scene, and make it feel more 'office space'-esque.
I will give zbrush a try for the button detail! I took the advice to add a white vase and some plant life, and then combined the two. lol.
It isn't the pope! Just some guy with white hair, but I started to see the pope too after you mentioned it. XD
More progress!
Trying to add that cluttered feeling. I plan to add smoke coming off the cigarette, because the story I want to tell is that the person who used to be in this room left pretty quickly.
If I can figure out how to do it, I plan to have drip coming from the spill on the table. I used a decal to make the stain, but I am not sure how to get it so that it's not just black. Looks more like ink than coffee.
then either grab some buttons pics from cgtextures and rework them, and extract your normals, or sculpt it in zbrush and get them normals out of there.
no need to model the buttons. waste of geometry. im working on a deus ex scene too, my button chair is black (having a hard time with it, since the scene is quite dark). but thats the best approach i could come up with.
problem is that all the desks in deus ex (at lesast in all the concepts i saw) have those uncomfy 90 degrees... theyre not the best option, but if you wanna stay true to the game lines, a 90 degrees angle would fit better i guess. dunno, just my 2 cents.
I like the lighting change! Hopefully you'll add more patterns and fine details to your assets.
oh yea! I see that. Thanks!
I did notice that too that most of the tables in the game had that 90 degree corner, and I'll leave it for now. But I would like to fix that up after all the other props have been made and textured.
@ Alex3d
Yes! Alot of my objects stem from that as my base inspiration. It was the most technology filled office out of all the offices in Sarif. Besides Pritchard's office. Which I also used greatly for inspiration.
Heres a paintover I did to help me with lighting and atmosphere:
Progressss.....
Getting close to finishing this up!
In the second picture, there needs more things, I think. Empty wall. I'll see if I really need to deal with that space or not once I get the lighting fixed (again). But a few more model fixes here and there, texture reorganizing, material tweaking, and I think I can say I'll be almost done. Still need to bake my chair. But I will spend my tomorrow on that.
Thank you for the crits so far! Looking forward to hearing more!
[edit] my scene looks nothing like my paintover still. X( oy.
Thanks for all the help guys! If you have anymore advice for sweetening up the scene, I'd still love to hear it.