Hey Polycount!
Would love to get feedback and advice. Here's what I've been working on...
I saw this concept image and wanted to re-imagine it in a steam punk world, playing on the ambient blues against the golden brass and fire reds. With the premise of a group of squatters looking for refuge, find it in a massive network of underground pipework. Eventually I want to use this scene to skin a level in Unreal. But the goal for this project is fine tuning my high polygon modeling and normal map generation. So any advice is very much welcomed!
Concept Sheet:

First Lighting and Geo Mock-Up:

Replies
I'm eager to see what you do with this as relates to your high poly and normal map skills, mechanical stuff is awesome. Are you gonna be using cogs like they have done in the first reference image?
@re.wind, thanks! yea the homeless living scene in my concept page was a screenshot from Deus Ex, I got the idea to use homeless in my scene playing through the sewers. Looking at Metro2033 now, BTW
3DSMax, xNormal, Photoshop
4930 triangles
Will work on the platforms and adding the gears and cogs to them next
Thanks!!!
Maybe something like this?
This could be really awesome!
Thanks!!!
Its looking really nice composition wise- The 6 sided pipes however are kind of an eye sore. If this if just intended as a portfolio piece I`d say crank your smoothing up a tad as its looking a little old school.
Sorry I couldn't hep it! :poly136:
Sweet block-in. It looks like your getting some distortion in your normal maps. Looks like you've got a bit of wavy gravy similar to the nastiness talked about here. -> http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29#Solving_Wavy_Lines
Are all of the rivets supposed to be the same size and shape? They are looking a little distorted as well.
Go over the stuff in that Normal Map wiki that NordicNinja linked. I think a lot of the questions you had can be answered here.
Also take a look at this plugin shader for viewing your objects if you are working in Max.
http://www.3pointstudios.com/3pointshader_about.shtml
Keep at it!
Wanted to exaggerate the AO a bit as part of the overall art style in order to achieve the high value contrast look which I believe will help sell the narrative and the setting. I did an Occlusion pass and used the red channel of the Convexity map (XNormal) for both the assembled and exploded projections and combined all four to create the AO map.
@SupRore, yea looked at it from a composition point of view but I'm actually tackling the platforms next and how to make some sense out of it, lol. I just wanted to get a handle on my pipeline first. Thanks for the feedback.