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[UDK] Infested Generator Room

twigdamnyou
polycounter lvl 8
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twigdamnyou polycounter lvl 8
(wall of text incoming)

Hi guys i thought it would be a good idea to post this up here and get a few extra crits and tips as i'm chugging along.

i'm gonna try and be as in depth with this as i can in the hopes that it will help myself and y'all, but i'm by no means an industry pro so please be harsh as i would really would like this to be good enough to be a centerpiece for my portfolio.

here's an asset list i would like y'all to look over and see if i need to change anything.


Asset list

Alien

• Critters

o Glowies (ref collected) (figure out how to make them transparent)

• Hive (ref collected)

• Creep like stuff (get more ref)(figure out how to do it)(vertex painting, decals, custom)


• Tentacles (get more ref)

Man-made

• Generator (ref collected)

• Walkway(ref collected)

o Unbroken (modular)

o Broken (modular)

• Walkway supports

• Hand rails

o Yellow ones (ref collected)

o Walkway railing (ref collected)

 Broken (modular)

 Unbroken (modular)

 End-peace (modular)

• Floor

o Grating (tileable)

o Grating trim

o Solid metal (tileable)

• Controlee panel for generator (get ref)

• Four support columns

• Ceiling opening (maybe a fan?)

• Walls

o Huge pipes

o Small wires and pipes (get ref)

o Tanks (get ref)

o Techy bits(get ref)dead space

• Ceiling (get ref)

o Hanging wires

• Controlee area behind hive (get ref)

• Doorways (ref collected)

• Lights


First thing i'm going to do is figure out how to do the alien infection stuff as my teacher wants me to do it before i move on.


the concept piece
51077_NaturalSelection2-ConceptArt-01.jpg

and this is my current block out
blockout.jpg

Replies

  • Dr Stench
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    It's gonna take a master 3D artist to transfer that concept to an atmospheric 3D scene.

    Do you have an idea how the other side of the scene is going to look? Or is it going to be a still?
  • Snader
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    Snader polycounter lvl 15
    The roof supports should be curved, and the whole area is too narrow.

    You could use vertex painting (there are a bunch of examples on youtube) to blend between grating and fungus. The roots would probably be best as geo, and a couple of floating planes around the thickest parts for more volumetric fungus.
  • jimmypopali
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    The larger half circle thing in the middle looks like it joins to the ground on an angle - the blockout mesh is showing it comes into the floor at a 90 degree angle.

    I would almost stretch the right side tubes (close to the ramp) out a bit. i think, scale wise, right now they are (combined) the length of the ramp - you would want them to collectivly be at least twice that.

    nitpicky i know, and it is a blockout. well done so far, looking great
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