Hey, Polycount! I've mainly been a lurker, but I think it's time I start posting my WIP stuff on here. Lately I've been working on a UDK environment based on a scene from the TV show "Breaking Bad". The scene is of the super-meth lab featured in the show (I've included a reference pic at the bottom of this post).
The scene is very much a WIP and I still have a lot of work to do, since there's so many unique models in this scene. Tell me what you guys think! All comments and crits are greatly appreciated.
Here is a picture of the original lab for those of you unfamiliar with the show:
I really had it pegged as a CryEngine map when I first saw the screenshots. It's tough to sell clean environments like this sometimes, I think you nailed the atmosphere.
If I had to complain, I would say that I don't like what the giant tile floor does with the scale, I think you might have been better off taking license to make it smaller. You changed the lighting from the screenshot quite a bit (much more ambient, less contrasted), and I think it helped a lot. I think with these sorts of things (tv, movie sets) that aren't made for game spaces, you should be looking for ways to improve and change the original design for game-environment purposes. Just my two cents!
this is looking really nice man, one thing i do really like about the ref image is the metal is reflecting something blue im not sure exactly what it is but it brings more color into the scene. that might be something cool to add in there. i do really like the atmosphere you have given it. great job so far man
The tiles do add to the scale issue, but I think what does the most damage is the step-ladder in the center of the first and last screenshot. Also adding to it is that the width of the spiral stairs seems to be exaggerated, but that could just be the camera's field of vision.
When making comparisons, it might be best to make sure your FOV setting is similar to the camera on the set of the show.
You can find that information here - http://www.imdb.com/title/tt0903747/technical , however you may need to convert the camera's 35 millimeter lens number to an FOV angle. This can quickly be done in Max. (I don't know if CryEngine takes both or needs FOV or what so the suggestion could be moot)
Since you're asking for feedback, one of the first things i noticed was the very "foggy" light setup. I actually like the look, but it seems unlikely they'd do chemical lab work in such light conditions
I'd also look at all the 'cauldrons' and their reflections again, they should probably be a little more shiny, same goes for the floor. The lighting changes might help here, though!
The concrete wall has no horizontal detail - but i'm pretty sure that's just a stand-in.
Now, since it's a fairly stark environment, maybe try and jazz it up a little by implying that something just happened. Put in a broom and a puddle of blood oozing into the gutter; have the feet of a hazmat suit sticking out behind one of the cylinders and spill machinery and various bottles around them.. or something! Great idea for a scene, push it further
I agree there's a bit too much vaseline on the lense :P
Pumping some more light and color into the scene, just to pop out a little more form in those shadowed areas would work wonders!
The ladder is way off, and that might be something you nail, its got a lot of character. Also bump up the reflections on the metal drums, look at how the drums look in that reference.
No way! I've had this exact idea rolling around in my brain for a project. But, then again, this show is so great that I'm sure many of us have wanted to give it a whirl. More power to you, man! Bust it out.
Looks great dude. I agree with the previous dudes on the vaseline lens. My input would be that even though it might look quite new in the scene in the show all your stuff is so with out a scratch that it is uncanny. I would look at grungeing it up a bit. Not much but just enough to make it look like it has been used some. Also with metal the color comes more from the spec rather than the diffuse. Try getting the look of the tanks with out using a reflectionmap then add the reflection in there as the cherry on top. Apart from that this stuff looks great. Keep at it!
I think you could work a bit yellow/green in to your walls/brick texture back there... that was the first thing that jumped out at me by comparison.
Also, a detail "scuff" spec map for your floors are going to give you the biggest return for getting that to look more realistic... even though this is a clean place, people still walk around on that floor and it wears down unevenly in spots. Basically take whatever spec you're using for the floor right now and run an uneven grunge brush over some parts (make sure it tiles, still)
Hey guys! Sorry for the delay. I've been distracted with some other stuff. Got as far as an art test with DICE, but I failed it, unfortunately. So that means it's time to get back to work so I can better my skills and try again next time!
Here's an update on the lab. I added a bunch more of the lab equipment, and I've been playing with the lighting.
I acknowledge that the two areas I need improvement in the most are texturing and lighting. I think I have my modeling down, I just have difficulty with those two areas. So, what do you guys think?
This looks great. Now that I think about it, I've never seen Breaking Bad fan art before.
One critique: The light glares coming from your fluorescent tube lights look more like what you'd see from a spotlight/light bulb. It's emitting the glare from a central point rather than glowing all around like in the reference image.
Copied this comment from the front page news just in case you don't check there.
Here's a few things I see missing, some that have already been mentioned. Some of it may not be necessary depending on what part of the show your lab is from.
Grates on the floor, Gail's coffee contraption, Gus' Camera, lockers near the spiral staircase, and a changing station with masks/yellow suits.
And a few things you could add that would be cool but aren't necessary.
Aluminum shaving bins, the green box cutter, a clear barrel full of disintegrated human goop, a few pans of unbroken blue on the table, and a bin or two full of broken blue.
Overall it's looking pretty accurate and quite fancy. Looking forward to seeing it finished!
Copied this comment from the front page news just in case you don't check there.
Here's a few things I see missing, some that have already been mentioned. Some of it may not be necessary depending on what part of the show your lab is from.
Grates on the floor, Gail's coffee contraption, Gus' Camera, lockers near the spiral staircase, and a changing station with masks/yellow suits.
And a few things you could add that would be cool but aren't necessary.
Aluminum shaving bins, the green box cutter, a clear barrel full of disintegrated human goop, a few pans of unbroken blue on the table, and a bin or two full of broken blue.
Overall it's looking pretty accurate and quite fancy. Looking forward to seeing it finished!
I was planning on adding a lot of the things you said except for the barrel with the goop. I love the idea! I'll have to add that as well.
And thanks for the comments everyone. I was quite surprised to come out of a boring long lecture in class, only to be jolted awake by seeing my thing featured on the main page. Really made my day.
Hey guys! Sorry for the delay. I've been distracted with some other stuff. Got as far as an art test with DICE, but I failed it, unfortunately. So that means it's time to get back to work so I can better my skills and try again next time!
Here's an update on the lab. I added a bunch more of the lab equipment, and I've been playing with the lighting.
WHat the steps leading to the art test and what did the art test involve?
Awesome stuff mate! One thing I noticed is you are missing the coffee "machine" - that elaborate chemistry set converted into coffee machine.
Other than that I like what I see. Keep it up!
WHat the steps leading to the art test and what did the art test involve?
Great btw love the show
Well, all the steps leading up to the test involved was working my butt off on my portfolio and getting my skills up to par, and then applying and hoping for the best. I won't say what the art test involved because I don't know how public they want to make it. But yeah, I was completely caught off guard when DICE of all developers, probably my favorite developer of all time, and the creator of my favorite game series, gave me an art test. Despite failing it, I feel great. I feel great because I actually got considered by them, and I know what I did wrong, so I can improve and try again next time.
You should look around and see if anyone has modeled Tyrus, then see if you can add him just standing there looking mean.
Great work!
I've actually been thinking about trying to model Gus, and have him standing on the balcony looking over the lab, but because I have no experience character modeling, it would probably turn into a disaster. :poly124:
Modelling Gus also sounds good, it will probably be easy to get a good reference of him since he tends to stand straight and very still in that proper style of his
Here is one that is not bad :
I think the best is probably the scene where he shows his true face in the lab and slash that guy's throat because there he is without his glasses.
Very well done, I love the lighting. My only critique is that the beakers in the 2nd last render that you posted look "dusty". I don't know if that's the look you're going for (never seen the show).
Very well done, I love the lighting. My only critique is that the beakers in the 2nd last render that you posted look "dusty". I don't know if that's the look you're going for (never seen the show).
Awesome work man!
NEVER?! WHAT?!
This here lab is one of my favourite environment pieces ever made. Maybe it's because I love the show that much, or maybe because this stuff is so awesome looking.
Thanks guys! I'm glad you like the lighting. I'll be working on the floor, since a friend of mine said everything looks "floaty" as if it's floating above the floor (this is especially evident in the 4th pic). Other than that, I think I'm close to calling this done.
Replies
If I had to complain, I would say that I don't like what the giant tile floor does with the scale, I think you might have been better off taking license to make it smaller. You changed the lighting from the screenshot quite a bit (much more ambient, less contrasted), and I think it helped a lot. I think with these sorts of things (tv, movie sets) that aren't made for game spaces, you should be looking for ways to improve and change the original design for game-environment purposes. Just my two cents!
When making comparisons, it might be best to make sure your FOV setting is similar to the camera on the set of the show.
You can find that information here - http://www.imdb.com/title/tt0903747/technical , however you may need to convert the camera's 35 millimeter lens number to an FOV angle. This can quickly be done in Max. (I don't know if CryEngine takes both or needs FOV or what so the suggestion could be moot)
Other than that, this is wonderful.
Since you're asking for feedback, one of the first things i noticed was the very "foggy" light setup. I actually like the look, but it seems unlikely they'd do chemical lab work in such light conditions
I'd also look at all the 'cauldrons' and their reflections again, they should probably be a little more shiny, same goes for the floor. The lighting changes might help here, though!
The concrete wall has no horizontal detail - but i'm pretty sure that's just a stand-in.
Now, since it's a fairly stark environment, maybe try and jazz it up a little by implying that something just happened. Put in a broom and a puddle of blood oozing into the gutter; have the feet of a hazmat suit sticking out behind one of the cylinders and spill machinery and various bottles around them.. or something! Great idea for a scene, push it further
I agree there's a bit too much vaseline on the lense :P
Pumping some more light and color into the scene, just to pop out a little more form in those shadowed areas would work wonders!
Would look semi-dodgy if someone checked your internet history after looking for refs of meth lab equipment :P
That can be a good thing.
looks really nice. I think any fan of the show would be able to identify this room right away
Nice work!
Also, a detail "scuff" spec map for your floors are going to give you the biggest return for getting that to look more realistic... even though this is a clean place, people still walk around on that floor and it wears down unevenly in spots. Basically take whatever spec you're using for the floor right now and run an uneven grunge brush over some parts (make sure it tiles, still)
Here's an update on the lab. I added a bunch more of the lab equipment, and I've been playing with the lighting.
I acknowledge that the two areas I need improvement in the most are texturing and lighting. I think I have my modeling down, I just have difficulty with those two areas. So, what do you guys think?
One critique: The light glares coming from your fluorescent tube lights look more like what you'd see from a spotlight/light bulb. It's emitting the glare from a central point rather than glowing all around like in the reference image.
My only crit is that I don't see Gale's coffee machine!! c'mon! best. coffee.ever!:thumbup:
Here's a few things I see missing, some that have already been mentioned. Some of it may not be necessary depending on what part of the show your lab is from.
Grates on the floor, Gail's coffee contraption, Gus' Camera, lockers near the spiral staircase, and a changing station with masks/yellow suits.
And a few things you could add that would be cool but aren't necessary.
Aluminum shaving bins, the green box cutter, a clear barrel full of disintegrated human goop, a few pans of unbroken blue on the table, and a bin or two full of broken blue.
Overall it's looking pretty accurate and quite fancy. Looking forward to seeing it finished!
I was planning on adding a lot of the things you said except for the barrel with the goop. I love the idea! I'll have to add that as well.
And thanks for the comments everyone. I was quite surprised to come out of a boring long lecture in class, only to be jolted awake by seeing my thing featured on the main page. Really made my day.
Here's an update on the lab. I added a bunch more of the lab equipment, and I've been playing with the lighting.
WHat the steps leading to the art test and what did the art test involve?
Great btw love the show
Other than that I like what I see. Keep it up!
Great work!
Well, all the steps leading up to the test involved was working my butt off on my portfolio and getting my skills up to par, and then applying and hoping for the best. I won't say what the art test involved because I don't know how public they want to make it. But yeah, I was completely caught off guard when DICE of all developers, probably my favorite developer of all time, and the creator of my favorite game series, gave me an art test. Despite failing it, I feel great. I feel great because I actually got considered by them, and I know what I did wrong, so I can improve and try again next time.
And yeah, I do love the show.
I've actually been thinking about trying to model Gus, and have him standing on the balcony looking over the lab, but because I have no experience character modeling, it would probably turn into a disaster. :poly124:
Modelling Gus also sounds good, it will probably be easy to get a good reference of him since he tends to stand straight and very still in that proper style of his
Here is one that is not bad :
I think the best is probably the scene where he shows his true face in the lab and slash that guy's throat because there he is without his glasses.
I look forward to hearing your feedback, especially about the lighting, since that's an area I need to improve in, I think.
Awesome work man!
NEVER?! WHAT?!
This here lab is one of my favourite environment pieces ever made. Maybe it's because I love the show that much, or maybe because this stuff is so awesome looking.
Good job!