Hey,
So my last environment got deleted by UDK after it decided to overwrite it with the new one, so I started a new environment. I am planning on having a few rooms in this along with some hallways (Lab, Specimen , apartment rooms) and this is what I have so far:
A few of those rooms have the same panels and floors for now, but I will get to making new variations of them and different colors.
Thanks for checking the thread out and I look forward to some suggestions and crits
Replies
Looking pretty nice so far. I know your just starting, so you may not have gotten this far yet, but those areas could really use some props to fill the space a bit..some benches, boxes, or something.
Not sure what kind of style you are going for, but I think that the floors and walls just look too clean. Maybe just a few small scratches and such to break up the spec/reflections could help.
Only real thing I can crit so far is at least in the last image the ceiling seems a bit low making it feel a bit squished. IT could be the angle though.
Have a feeling the massive floor tiles might be contributing to this?
The bevels look like you could twist an ankle if you didn't watch your step.
@ gsokol : I am going to add some vertex painting to make it look more worn out, and I am on the prop stage now so I am filling it up with props thanks for the suggestions!
@biofrost : Yeah it may be the angle, but either way I am probably changing everything in that room whats in there is just a placeholder for now, i'll be sure to make higher ceilings for that room.
@ pseudoBug: I agree with you, the bevels are very dangerous haha, I took some out and made it more flat like a floor normal should be ha.
@ Minos: Thanks man! When I was making it I was kind of not sure about the scaling either, it was odd, thanks for pointing that out as well, and vertex painting is coming soon
@ Jessica : Thanks It used to be really blue, but I decided to experiment and get some different colors in there.
Updated floor tile size (hopefully its better)
Ignore that red streak at the bottom right
I still think you could dial the bevels down a couple more notches. If this is a lab, they're going to be wheeling devices and sensitive equipment and trays and stuff around, and aren't going to want a bunch of wide cracks to catch things on.
I added a few props to the scene here they are:
Surveillance:
Computer:
and in scene (sorry if its a bit blurry)
Subbed!
Sean
Just noticed your light shafts are yellow, but the light flare is blue. Whattup wit dat?
You might want to carve out a strip in the center that is smoother or some details that tile in the direction of the hallway that give hints to tracks or some smooth way of moving things around, but keep the utilitarian panels on the side. I imagine rolling a cart down that hallway and how annoying and potentially hazardous it would be "bump, bump, bump..." even with the toned down bevels.
@ sean_rodrigues: That's a good idea, i'll see what I can do. I'm working on the dx11 imaged based reflections for the floors, so hopefully it improves soon.
@ psuedoBug: Thank you, and I agree haha, idk what happened, I think I forgot to change the color when I tweaked the colors a bit. I gotta change that asap
@ Mark: Thanks man! I am really tempted to redo the floors completely. Do you recommend just a new floor or just some fixing?
I thing the scene and yourself will benefit greatly by rethinking and redoing that floor.
More props now!
but overall really nice work
New
- Added light beams from the smaller lights
- Made both the floors and the walls dirty
- Made new floors and walls for Room 01
To-Do
- Make a prop list
- Raise the ceiling for Room 01
- Add more props to the Hallway
I hope to here some suggestions and critiques, thanks for all t he help you guys have been giving me already
I am starting to work on the Autopsy Room, still a lot to do but this is what I have so far:
I am trying to fill this room in with some props now, well the whole environment now, but there is a lot more to do.
Props:
The Environment:
and
Now the blood is there for a reason . There will be some radioactive and interesting things on the table... I have yet to put them on there yet but there is a purpose A lot to be done on this though.
only crit would be when your presenting your assets, remove the chromatic aberation/cheezy photofilter/radial blur simulating a fairly rubbish camera lens.... its great to see all your detail, you dont need to hide it with post its not an accurate depiction of what it would actually look like in the end
EDIT:
also, i thought that mechanical arm was going to be much bigger than it actually was when i noticed it in the scene. might be worth scaling these things up abit? just personal preference you have all that lovley detail and its only a couple inches tall
sorry for the bad english and I hope u understand what u wanted to tell you.
@ Lost-Artist89 - Thanks! I gotta get better at presenting in Marmoset Sorry about that. I could scale the Mech arm up as well
@ rschmidt - No worries man I understand and your right , I may just replace the cloth with something different or delete them all together.