So it is my end of year project to create a level for a bigger game. My idea is to create a sci horror game akin to dead space but with less action.
I must state that i have a concept for one room of the left just to give feel and i am not a concept artist so please dont slate me about that but for now here are some reference boards/ mood boards and stuff.
I like and see where you are going with this. I'm a big fan of science fiction scenes. I get an idea of where you are going. I know you are not a concept artist, and neither am I. What I like to do is have a rough layout like yourself but also do a top and front view of the room and draw in simple boxes and circles representing different props to have a better understanding of space in your scene. Your room looks a bit plain as of now, but the color sure sets the mood
PS this is my first reply to any post ever on polycount. I hoped I helped you in some way
if you can, stay away from the generic repeating sci-fi boring clean corridors. Try and spice it up a little. your refrences are nice and suggest you arn't doing this. good luck
@ Gratz on your first reply that room that I concepted is meant to bland the idea of the level is that there isnt much going on with music to build suspense.
@ I am definitely staying away from the white wall monotony, there will however be one room that is white. But thanks for the support
Here is a top down view of what i wanted to do level wise i drew it on paper (this is a requirement for the course, I am sorry for this)
I then took that top down drawing and made a quick mock up in sketchup:
Hey guys i have been working on an asset for this level whilst working on the BSp in udk ( which is unfinished, have had some personal shit to deal with.) but i have come across a problem with this vat i have been making. when i bake it the model gets this weird thing happen to it.
From left to right : low poly, High poly, Bake.
My tutor said it was perfectly normal and sort of hard to get rid of completely. If you guys know a way please do tell me.
If it is unavoidable i will just continue modeling and not let it get to me.
nice dude. yeh the wavy thing is a pain. you got it easy, wait till you do a pipe that winds up and down or round something... ahhh the nightmares :P GL dude
Ndo looks awesome... But i cant get it to work... Whenever i try and convert a hieghtmap it creates a normal but the sliders/menus etc aall vanish before i can change anything and i have no idea hopw to bring them back up again lol
Quick question would it be easier to just do a tileable texture for the floor instead of modular modelling it ?
That really depends on your situation, should work this out in your break down or concept would it look better with modular floor pieces or tileable? and is the amount of time taken to make one or the other worth it over all, i would say yes since you do see the floor rather allot.
Replies
PS this is my first reply to any post ever on polycount. I hoped I helped you in some way
@ I am definitely staying away from the white wall monotony, there will however be one room that is white. But thanks for the support
Here is a top down view of what i wanted to do level wise i drew it on paper (this is a requirement for the course, I am sorry for this)
I then took that top down drawing and made a quick mock up in sketchup:
I am gonna try and post some set pieces untextured by tonight.
From left to right : low poly, High poly, Bake.
My tutor said it was perfectly normal and sort of hard to get rid of completely. If you guys know a way please do tell me.
If it is unavoidable i will just continue modeling and not let it get to me.
Its not hard to get rid of, but it does commonly happen yea.
And @Razorb thanks for the link. I had a similar problem with one of my models but thought it was normal. The information helped a lot
That really depends on your situation, should work this out in your break down or concept would it look better with modular floor pieces or tileable? and is the amount of time taken to make one or the other worth it over all, i would say yes since you do see the floor rather allot.
And here is what the two main rooms look like:
I am using UDK stock props until my props are completed.