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Halo Tunnel UDK (it was supposed to be so simple)

eyo
polycounter lvl 9
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eyo polycounter lvl 9
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

haloconcept.jpg

mechahipoly.jpg

mechadoor.jpg

Replies

  • ae.
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    ae. polycounter lvl 16
    EVAN!

    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!
  • eyo
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    eyo polycounter lvl 9
    Just going for a quick update. I was chipping away at this one on the weekend, have just started to play around with stuff in UDK. Here is where the hallway section is currently @ Still need to make a proper spec for this one and try to get a bit of contrast going. Also it has quickly become apparent that due to the narrowness or my hallway I am going to need to built out into a "Tee-Intersection" of some sort in order to get a half decent composition :-) Will try and get a little further along and then start with some paint over ideas. Any comment critiques are more then welcome at this stage. Thanks for looking.

    mechudk01.jpg

    mechudk02.jpg
  • PoliteAssasin
    Hey man, that's some pretty good stuff. Can't wait to see this finished. I've also postponed a couple UDK projects for a while. Good to see I'm not the only one :p Keep it up. :)

    -Polite
  • XenoKratios
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    XenoKratios polycounter lvl 15
    I'm not sure how closely you're following the concept but I think your porgress is awesome man.

    Looking forward to more updates! Maybe more pictures?
  • crazyfingers
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    crazyfingers polycounter lvl 16
    Not too shabby!

    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.
  • A-Train
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    A-Train polycounter lvl 16
    It's feeling tasty man! Keep it up!
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 19
    i would do a nice early spec pass to differentiate the matrials befor getting stuck into the diffuse... and make the dirt less consistant...

    as said looking tasty
  • Mistry10
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    Mistry10 polycounter lvl 16
    BUDDI !!!

    looks great man ! hope to see more soon !
  • roosterMAP
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    roosterMAP polycounter lvl 14
    love it! keep going!

    but this red tinge is not good. Forerunner architecture was always lit with a desaturated blue light.
  • mkandersson
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    mkandersson polycounter lvl 7
    Looks really good. Keep going!
  • eyo
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    eyo polycounter lvl 9
    thanks for the comments guys, I totally didn't think I was going to get any!

    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 :-)
  • eyo
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    eyo polycounter lvl 9
    Quick update to feel like I have actually accomplished something. I've got all the pieces into UDK and have added some rudimentary lighting that is definitely not getting it done. Going forward I still need to do proper specs, tighten up the Diff details and get some paintovers goin.
    Any critiques or ideas are more then welcome. Thanks for looking

    screensfeb2201.jpg

    screensfeb2202.jpg

    screensfeb2203.jpg
  • roosterMAP
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    roosterMAP polycounter lvl 14
    looks good, but not very forrerunner-ish.
  • cman2k
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    cman2k polycounter lvl 19
    I know you already called out your lighting, but it's definitely right now the main cause of killing your sense of scale. Is this to scale in UDK? Seems like you would need to make this HUGE in UDK, and use lots of small lights, to really sell the scale. After that you'll just need the right details in the right places to give those visual clues about scale (like the walkway you mentioned, or some foreground stuff like you mentioned). But the lighting is going to play a big role in setting your scale, I think.

    Also, I think this lighting color scheme and types of details would help sell this really well too.

    Halo3_Epitaph_Environment-03.jpg
  • Macgta
    Fantastic work :) Really like the desaturated blue light near that hole
  • eyo
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    eyo polycounter lvl 9
    Hey Guys thanks for the comments!

    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.

    epaint2.jpg
  • BradleyWascher
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    BradleyWascher polycounter lvl 13
    Much better, I really like the texture and lighting feel you have going on right now. I agree that some smaller elements will really help scale the whole environment and bring it together. Keep up the good work and I hope to see some updates soon :)
  • Mike Yevin
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    Mike Yevin polycounter lvl 11
    the grime you have going on now is really funking with the scale in my opinion, i thought it was average size until i saw your little fellow in the corner...

    maybe its just too early, but its something to think about. otherwise nice job :thumbup:, really nice forms your have going on
  • DDuckworth
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    DDuckworth polycounter lvl 6
    I agree with Mike here, I too thought it was average sized, I think it's not only the grime, but the scale of the pieces, you have very very large chunks of metal in there, stuff like that doorway could use some support beams/trim around the edges. Overall the sizes of chunks of metal you have would be near impossible to cut/shape from a human scale, I know this isn't real but you've gotta go for convincing ya know.
  • Mistry10
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    Mistry10 polycounter lvl 16
    loving it dude !
    I really like the sense of scale, w/ that small figure in the bottom.
  • ajr2764
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    ajr2764 polycounter lvl 10
    Great work so far. I must admit I'm a bit surprised now that I see the little guy over in the corner, I'm getting a weird feeling about the scale. Maybe it's because this whole time I too looked at it as being human scale. As you add more elements in perhaps the scale will come across more. It would be nice to see a angle from the perspective of the character down there. Overall this is very interesting, look forward to seeing more.
  • eyo
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    eyo polycounter lvl 9
    Hey there, figured it was about time I posted an update on this one, once again it was sitting on the shelf for way too long. Right now I am pretty happy with the scene in general but I am still really struggling with the lighting/post. Somewhere along the way I broke the AO which is really hurting me. Think I am just going to take it all back and start lighting it again from scratch, try for something a bit lighter. I am more then open for some ideas, fire away :-)mechudksept02.jpgmechudksept01.jpg
  • dpaynter26
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    dpaynter26 polycounter lvl 11
    wow man this looks great!
  • SouthpawSid
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    SouthpawSid polycounter lvl 7
    DOPE! I ♥ me anything halo.
  • wester
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    wester polycounter lvl 17
    LOVING this! People need to do more halo pieces! This looks great man!
  • Piesandbombs
    It looks fantastic, but there's just one thing to point out. A big part of the forerunner tech and architectural style is a really defined, block look. In your render, the edges look very soft, and the textures dull. Try sharpening the textures up, making some higher contrasting areas (without too much) and sharpening the edges of those pieces.

    Otherwise, looks great.
  • Spitfire
  • Rhoutermans
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    Rhoutermans polycounter lvl 12
    great progress, really got the halo feel down. I feel like some textures are still a bit blurry (the ramps?). Could use some texture definition, on edges perhaps, to highlight the models definition.
  • Mistry10
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    Mistry10 polycounter lvl 16
    Sweet stuff man !
    are you planning on adding more colours other then that electric blue ?
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