To me is still seems like your scale is kinda off.
If you try to take the concept and apply a 6ft character ref to it in Photoshop or something it might help. You can see the height of the door and the hazmat suit pegs and stuff. I think the major issue is the width. It seems very wide to me. But the main focus being that the characters in your scene only stand up to under half way. Definitely a factor you should work on before progressing.
Sup guys, my very first post here on polycount
Never modeled anything before for games, so I am getting my ass kicked to this modular thing, still figuring out the units system in UDK.
I am sure I will be learning a lot with you guys here!
Didn't have much time today. I did a quick blockout. Will try to do some more this weekend. Right now the corridor is too long and to broad. I also think I'll need to make the ceiling higher. As for around the corner I'll be doing the same as Fizzly, put another door there.
does anyone know what those things are on the right part of the concept hanging from the angeled ceiling wall ?
took me awhile to figure out- but my best guess that they are parallel tube wirings that are grouped together and the grill looking thing is the metal framing the holds it all together to the ceiling.
Hello everyone. Got my basic Blockout about finished. Tried to get the proportions as close as possible. Anything I should adjust?
EDIT: Other than the door on the right, must have missed that.
Yeah, I must admit, posting the first walk-through video i found wasn't such a good call. Just wanted to get one up quick for people that felt like they needed the reference.
I might have to upload a video of me walking around that area from different angles...
@ lilith - can you show how you did the floor ? Modular wise can you show the mesh and uv map ? Im trying to get an idea of how to split it up since the floor is the same until the grate
@ssjtroll, Supposable Lion, Shuaws: The scale of your scene is way too big. By my calculations, it's at it's peak, 2.5 characters tall. Other than that, great start!
This is my start. It's 2 days of work so far. For this challenge, I'm going to take a page out of Snefer's book and going to push as much as I can out of as few textures as possible. All assets currently are mapped to one normal map with the AO in the alpha channel.
So this is my approach to getting the scale on things. I took the door, then went and measured one IRL, and rounded it up to 7ft by 3ft, then I grabbed a ruler and worked out how big things are based off that. Hurrah for maths. (why I worked them out in feet I don't know, I was taught metric.) Some things are a little off, but at least it's consistent.
And here's a really dirty maya prtsc of my blockout which I made from that. I'm thinking of using CE3 because I've never used it before, whether that will stick and I'll wimp out and use UDK we will have to wait and see. I'll have to figure out CE exporting this weekend.
I see that most people are having a hard time on getting the scale correct and such. I based my scale of the door at the end of the hallway. Because I can kind of guess how high it is compared to a real life door, and therefor a character model in game.
For example, Supposable Lion's blockout. Look at the character's height at the end of the hallway compared to the door it is standing in front of. I think that the ceiling is way to high there. Scaling the whole scene smaller uniformly until the height matches at the door with the character can maybe solve a lot of the scaling problems there.
After my blockout I started working on some of the modular floor pieces. I created the normals in photoshop using xnormal. The diffuse is currently only colors with a metal base texture on it.
I also made a presentation .PSD, to show of my work. Which consists of basically some text, some boxes and a background gradient.
I think it makes a big difference when just showing a screengrab from a viewport or spending 5 minutes on a simple presentation like this.
@InProgress: Nice, I'd love to see how you do your textures and layouts in that case.
@Shuaws: Your scene's definitely improving. The right part of it doesn't seem completely right though. I think you should push the rightmost wall even more to the right, or you won't have the space to hang up those wirings on the ceiling.
@Fizzly: Looking good already I'm going to try and handle them about the same way you did.
So I realized when I went back to this after a night of sleep my scale was WAY to big. Then with the same critique from InProgress I went back and re-sized everything. Here is my updated shot.
Ok I went kind of crazy.. Having tons of fun with the diffuse texture of the floor pieces.
Only normal and diffuse so far. Rendered in max using xoliul's shader.
C&C welcome
I find it quite hard to choose the correct colors. What do you guys think?
Texturing looks great, I don't even know where to start with making something that quality. Could I just do it in photoshop??? Also, I've heard of that xoliul shader thing for max, is there a maya equivalent.
Alright, update time Started by making one of the first props in the scene (the benches), then went on to do the floors in a similar fashion to Fizzly. Textures and shaders are going to need some more polish but I want to come back to those later. Also did some work on lighting and scaling the scene in UDK so I can run around in it.
Replies
If you try to take the concept and apply a 6ft character ref to it in Photoshop or something it might help. You can see the height of the door and the hazmat suit pegs and stuff. I think the major issue is the width. It seems very wide to me. But the main focus being that the characters in your scene only stand up to under half way. Definitely a factor you should work on before progressing.
All the best, hope that helps!
Never modeled anything before for games, so I am getting my ass kicked to this modular thing, still figuring out the units system in UDK.
I am sure I will be learning a lot with you guys here!
My early block out:
A quick blockout:
I think I'm going to put another door around that corner.
took me awhile to figure out- but my best guess that they are parallel tube wirings that are grouped together and the grill looking thing is the metal framing the holds it all together to the ceiling.
yeah- that was my first guess as well XD
EDIT: Other than the door on the right, must have missed that.
Ah I don't usually post here but I thought I'd give it a shot.
Basic blockout done, might do with being made a bit taller? I'm not sure.
Put it into Unity as that's all I've got at the moment. Will probably try setting it up for UDK eventually too.
I might have to upload a video of me walking around that area from different angles...
@passerby I like how you rounded yours out, good idea.
I did a quick block out to figure things out but I've only measured the width and the height of the hallway.
I hope to work on this every lunchbreak and some time during weekends, I hope its enough.
This is my start. It's 2 days of work so far. For this challenge, I'm going to take a page out of Snefer's book and going to push as much as I can out of as few textures as possible. All assets currently are mapped to one normal map with the AO in the alpha channel.
I´ll give it a go too!
block out based on perspektive view:
you think thats a proper way to start ?
Snefer's stuff was amazing, and this looks great so far. Can't wait to see how it turns out!
So this is my approach to getting the scale on things. I took the door, then went and measured one IRL, and rounded it up to 7ft by 3ft, then I grabbed a ruler and worked out how big things are based off that. Hurrah for maths. (why I worked them out in feet I don't know, I was taught metric.) Some things are a little off, but at least it's consistent.
And here's a really dirty maya prtsc of my blockout which I made from that. I'm thinking of using CE3 because I've never used it before, whether that will stick and I'll wimp out and use UDK we will have to wait and see. I'll have to figure out CE exporting this weekend.
Good luck to everyone.
I see that most people are having a hard time on getting the scale correct and such. I based my scale of the door at the end of the hallway. Because I can kind of guess how high it is compared to a real life door, and therefor a character model in game.
For example, Supposable Lion's blockout. Look at the character's height at the end of the hallway compared to the door it is standing in front of. I think that the ceiling is way to high there. Scaling the whole scene smaller uniformly until the height matches at the door with the character can maybe solve a lot of the scaling problems there.
After my blockout I started working on some of the modular floor pieces. I created the normals in photoshop using xnormal. The diffuse is currently only colors with a metal base texture on it.
I also made a presentation .PSD, to show of my work. Which consists of basically some text, some boxes and a background gradient.
I think it makes a big difference when just showing a screengrab from a viewport or spending 5 minutes on a simple presentation like this.
my attempt on blockout, this took me a lot of time figuiring out how to approach this, but overally im pretty happy, still needs a lot of work
@Shuaws: Your scene's definitely improving. The right part of it doesn't seem completely right though. I think you should push the rightmost wall even more to the right, or you won't have the space to hang up those wirings on the ceiling.
@Fizzly: Looking good already I'm going to try and handle them about the same way you did.
Only normal and diffuse so far. Rendered in max using xoliul's shader.
C&C welcome
I find it quite hard to choose the correct colors. What do you guys think?
This is my blockout so far. Quite happy with it, just some things I'll need to tweak.
Texturing looks great, I don't even know where to start with making something that quality. Could I just do it in photoshop??? Also, I've heard of that xoliul shader thing for max, is there a maya equivalent.
Also, WIP
Nice work so far guys!
So I spent the day fixing my proportions and improving the modularity of the pieces, any crits would be appreciated.
Just now started this challenge. Still trying to work my scale before I bring it into UDK.
First time posting polycount. Decided to take part in the challenge. Started my blockout, still have some proportions to work out.