Well long story short, last year I decided to start modeling a small concept from "The Art of Halo" figured it would be nice and simple providing some hardsurface modeling ideas. However after I got the wall texture modelled out I just ever so slowly put it all on the backburner. Out of a great sense of shame I am setting out to see this one through. Want to see how far I can get just using one texture for the walls and one for the door. Here is a tiny scan of the concept and some shots of the current high polys. Going for worn sorta metal but not totally destroyed, for the colours I have started to go with a tan sorta palette, not looking to go shot for shot just want to have a bit of fun with this. Thanks for having a look :-)
-eyo



Replies
glad to see you posting on polycount, cant wait to see how this goes.
Crit wise its kinda to early to see any big issues, i love the thickness of the model and its seems like those were translate very well once you bake them
Keep on going man cant wait to see this done!
-Polite
Looking forward to more updates! Maybe more pictures?
Very loyal to the concept and the materials look pretty good.
Dunno what your ultimate goal is for this, but you might want to turn this into more of a standard sci fi hallway you can actually walk down as opposed to a corridor a spaceship flies down, will make for a more well rounded game art piece. You could simply flip it upside down and create a walkable path at the bottom. Just a thought.
A blue point light with some falloff at the end of the tunnel would also help a bit with adding color and lighting variance to the scene.
Lookin' great, some impressive and subtle material work on the flat surfaces of the walls.
as said looking tasty
looks great man ! hope to see more soon !
but this red tinge is not good. Forerunner architecture was always lit with a desaturated blue light.
crazyfingers - good call on the human scale walkway, I am now contemplating some sort of foreground element to help get more of a sense of scale
Shepeiro - will definitely give the spec a good going over to break the materials up, over all I am much too matte.
Mistry10 - Get back to work! I want to see that Brooklyn Scene done ASAP! :-)
roosterMAP - i agree about the traditional forerunner colours, but for some reason I really wanted to try this palette, in the end i will most likely end up shifting it back
PoliteAssasin - thanks for appreciating my procrastinating skills :-)
Any critiques or ideas are more then welcome. Thanks for looking
Also, I think this lighting color scheme and types of details would help sell this really well too.
I do agree after look at some forerunner reference I need to keep adjusting my colour palette. This design looks to be more of a "utility" sorta space as opposed to some of the more ornamental or technical examples I can across. As I start building some of the smaller foreground elements hopefully I can bring in that classical forerunner feel. Started doing a little paint over, here is where I am thinking of going.
maybe its just too early, but its something to think about. otherwise nice job :thumbup:, really nice forms your have going on
I really like the sense of scale, w/ that small figure in the bottom.
Otherwise, looks great.
are you planning on adding more colours other then that electric blue ?