Hey PC! So I've been working on a new environment in UDK based on a concept from Halo Reach. This is actually a painting for the level called Boneyard, which is massive. I decided to take this concept and pretty much only work on what is in this frame. A few disclaimers here before the abuse begins!!
I modified the layout SLIGHTLY, so yes, I realize that it is not exactly like the level inside of Reach. I purposefully have been avoiding opening up the level in the game to try to let the painting be my only point of reference for the layout. And like most concepts, I am discovering that what may look right in the painting, turns out to be a little misleading once you start blocking things out inside 3D land.
I will stop rambling, but I am open to any and all thoughts and comments! This is obviously still a WIP, and I will be updating this thread as the level develops! Thanks everyone!!!
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Let's bump this beast back to the front page where it belongs :]
So far, your blockout matches the perspective well of the concept.
I think its a good idea that you wont open the level in the actual game, it sorta makes it more of your own style if you model what you think each part is lol.
But still, you can't just model what looks like to be a air vent when its actually a microwave oven or something. Just don't put anything in there that doesnt make sense and your clear!
I suggest you do the lighting first, There will be lighting tweaks later on in the building process but its crucial to get it done first to convey your idea and story. (plus the build time in the later stages suck ass)
Start throwing on some base metal textures down to help with the lighting if you'd like to get the real feel instead of having a lightmass baked onto a default grey texture.
Great job man, LETS SEE SOME MORE!
I started sub-d-ing a sweet forklift tonight to throw in underneath the large platforms, which I think will be a nice addition to the warehouse feel. Again, all of the textures you see in these shots are base, and simply have colors down to begin to get a feel for the atmosphere. I'm still not done modeling everything, but I'm getting closer! I think that the walls are gonna need a lot of random wall do-dads to break up the currently ultra-lame corrugated walls. Anyways, enough chat! Here are the shots, all comments and crits are more than welcome
@cordell: I'll see you at the office on thursday bro!!!!
Great job on all the props and pieces, they are really clean and readable
One picture has textures, the other is just lighting.
It is coming together nicely, Darkmaster. Well done.
Looking at the concept, i even think that is to distracting with all of those ceiling lights turned on. I get that its like that for gameplay, but if its just a static screen shot, might as well make it more moody.
More updates to come! Thanks for the feedback everyone!
Bare in mind that the bloom in the concept is more of a yellowy orange than your current set-up though.
Can't wait to see this finished
I'd love to see a wireframe breakdown on your props (like the stairs, they're my favorite prop in your scene)
Keep up the great work!