Home 3D Art Showcase & Critiques

Scifi - Mine entry

polycounter lvl 11
Offline / Send Message
Dethling polycounter lvl 11
rted my next project and decided to do a small enviroment scene.

Topic: Scifi mine shaft/entry
Things to learn: Sculpting, use of Substance Painter, Scene Set-up in Unreal4, building up a workflow


I already did a small blockout of the scene and did a some low-poly work on some props (Entry, rails, generator).
Blockout.jpg



Required Objects:
Small Crate (used an old model of mine for the blockout)

Large Crate
Cylinder

Generator – Low Poly Done
Lamps
Entry – Low Poly Done
Rails – Low Poly Done
Bars
Rocks


Additional Textures:
Rock-Wall
Ground


Planned workflow:
1. Blockout in 3DsMax – Done (to get a rough overview of the scene)
2. Creating the low Poly Models in 3DsMax (3/8 Done)
3. Bringing Low Poly Object into Unreal to re-create scene there
4. Creating the High Poly using Max, nDo and zbrush
5. Creating the textures using substance painter/designer


As this will be my first scene any comments, critics and help is welcome.

Replies

  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Did some more low poly work on the light, generator and the large box:

    render_by_dethling-d8kec9o.jpg

    render_by_dethling-d8kec8r.jpglow_poly_render_by_dethling-d8jk10a.jpg

    Next on my list is the basic terrain (ground and rock wall), not sure how to tackle it. ;)
  • Add3r
    Offline / Send Message
    Add3r polycounter lvl 11
    Right now, with your scene block out, it's missing a focal point (well, I think my eye is landing on the tracks as they take up most of the screen real estate . With this scene being based around a mine entry, I think the doorway to your mine should be MUCH more epic.
  • mazerius1st
    Offline / Send Message
    mazerius1st polycounter lvl 5
    Add3r wrote: »
    Right now, with your scene block out, it's missing a focal point (well, I think my eye is landing on the tracks as they take up most of the screen real estate . With this scene being based around a mine entry, I think the doorway to your mine should be MUCH more epic.

    I agree. The mine shaft entrance should be big. And since you are not making something based in real life but in a fictional universe I would suggest to make the entrance size big enough so that even a big truck, imagine something bigger than a caterpillar truck, could fit inside.
  • macoll
    Offline / Send Message
    macoll polycounter lvl 13
    Nice, we stay tune ;)
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Thanks a lot for the feedback guys.
    I worked a little with the entry size and added a ramp to one side.
    Also I added humans for size reference and some "textures" to get a better impression of the scene.
    paintover_by_dethling-d8kiekv.jpg

    The train was a idea of my girlfriend (one of my ooooold projects) but I like how it fits into it and I think I will redo it for this scene.

    What do you guys think?
  • WarrenM
    I like the train, but I would make it taller. Right now it looks like a lot of track for a little train...
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    I finished the modelling of the entry today and did the first high poly bake for the base of it.
    I also added some more details with nDo:
    screen01.png

    I'm not totally happy with the result (I think I have to do a rebake for the right console part), but I think the basic style is visible.
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    After I some bad tries on the base I realised that I have to start with something more simple to learn substance painter/designer, so I took the large box from the scene.

    So far I finished the low & high poly model, did the bakes with xnormal and added some small details with nDo.

    box_present_by_dethling-d8l4y6u.jpg

    Next will be to decide for a color sheme and prepare the substances.
  • JamesMeader
    Offline / Send Message
    JamesMeader polycounter lvl 9
    Dethling wrote: »
    screen01.png

    I don't see anything really wrong with this, its a good start.

    The crates are also.

    The train was a good idea and adds more a focus to the environment.

    Keep up the good work.
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Thanks alot.
    The problem with the base was that I didn't saved the nDo-Forms I used for the panel lines and hatches, so I had problems to create a color ID map (all panel lines, hatches etc were done completely in nDo).

    Also the big asset is a little bit terrifying for me right now (as I still have to learn how to use substance painter/designer - did only handpainted textures in the past).

    My thought was to turning the two boxes into seperate objects.

    As this is my first enviroment I have no experience of how much textures I should use/how many objects should fit on one texture sheet etc.

    If anyone has tips how to tackle such an enviroment feel free to post it, I'm open for any feedback & help. :)
  • LaurentiuN
    Offline / Send Message
    LaurentiuN interpolator
    I think you should stick with 512px per/m, maybe i`m rong but thats how i do it and it looks pretty good from closeup, if u set in mind a px ratio then you will know how much texture youll need. Great scene, looking forword for more.
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Did some basic texture for the box today during lunch break.
    first_texture_by_dethling-d8la7fc.jpg
    (Quick Screenshot from Substance designer)

    @s1dk: thanks fot the px/m suggestion. Will test it once I have the ground texture done
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Did some basic ground texture with SD this evening
    render_by_dethling-d8lb7y9.jpg

    It's my first own substance but I think it's to detailed and by this got to repetetive.
    So have to figure out to create a good ground texture and how to use it in unreal. ;)
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Unfortunately I didn't had so much time during the weel for this, but today I finished the high poly of the ramp and did a quick substance painter texture for it:
    stairs_render_by_dethling-d8lx75k.jpg

    Comments & Critics welcome
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Did some quick blockouts for different loadouts for the train.
    Maybe I will also add them as props to the scene (besides on the train).
    train_by_dethling-d8m6mh2.jpg

    Next parts to finish will be the generator and the lights (have to find a final form for them first^^).
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Finished the redesigned light yesterday and rearranged the scene a little bit:
    lamp_by_dethling-d8mee9j.jpg
    (Direct Substance Designer Image)
    I will add some more small details to it with nDo as soon as I'm home.

    Rearrangement of the scene:
    mine_by_dethling-d8mee96.jpg

    I removed the generator as it becomes a more permanent encampment.
    The plan is to add some details between the rails and build a small platform/artifical ground plating next to the rail (between the rail and the container).
  • acassani
    Dethling wrote: »
    Finished the redesigned light yesterday and rearranged the scene a little bit:
    lamp_by_dethling-d8mee9j.jpg
    (Direct Substance Designer Image)
    I will add some more small details to it with nDo as soon as I'm home.

    Rearrangement of the scene:
    mine_by_dethling-d8mee96.jpg

    I removed the generator as it becomes a more permanent encampment.
    The plan is to add some details between the rails and build a small platform/artifical ground plating next to the rail (between the rail and the container).

    Hi mate.

    I picked your image and use perspective lines (rule of thirds) to change a little your composition. I dont know if you would like it but maybe can help you in someway or another.

    I changed the position of the entrance, i change the light position too, added a foreground on the left side and moved a little the containers on the right.

    mine_by_dethling-d8mee96_PERSPECTIVE.png
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Thanks Acassani.
    I really like the idea of the rock in the front.
    Also it looks much more "dense" with the moved container. Will definitly give it a try. :)

    Edit: Maybe I should mention that my goal is to bring this scene to UE4, so the focus at the moment is on getting the models done (at a state-of-the-art level) and get them into UE4.

    My biggest problem with this is to find out the "go-to" texture size and in-game details for each model. ;)
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Long time no news. :(

    As my graphic card burned down I wasn't able to work on this project for the last 1,5 weeks :(
    But now the new graphic card is installed and I go back to work. :)

    Today I made the normal bakes for the container:

    screen03_by_dethling-d8nkibl.png

    3Do screen with normal, AO and simple metal map

    Edit:
    I also did a first texture run:
    screen02_by_dethling-d8nlrae.png
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Long time no update. :(
    Got a small burn-out/nothing worked as I want to phase, but now I'm back on this project.

    After this small break I took a new look on the project and did a major change:
    I will concentrate on the entry itself, so the rocks and ground is secondary and at the moment I didn't plan to do anything exterior.
    Based on this I begun with the design of the interior of the Mine entry.

    So far I'm at 44k verts for the whole scene.
    Some shots from UE4 without any textures and default light:

    Mine_UE.jpg
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Today I worked on the tanks from picture 2.
    I did the high poly, added details with ndo and did a rough texture:
    kessel_by_dethling-d8qa5u6.jpg

    1975 Verts
    Textures are still WIP (4096, Albedo, Metal. Normal, AO)
  • WaYWO
    Offline / Send Message
    WaYWO greentooth
    ong time no update. :(
    Got a small burn-out/nothing worked as I want to phase, but now I'm back on this project.

    After this small break I took a new look on the project and did a major change:
    I will concentrate on the entry itself, so the rocks and ground is secondary and at the moment I didn't plan to do anything exterior.
    Based on this I begun with the design of the interior of the Mine entry.

    So far I'm at 44k verts for the whole scene.
    Some shots from UE4 without any textures and default light:

    Mine_UE.jpg
    Woa, like what you'v did here!
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    @WaYWO: Thanks a lot. :)

    Some update on the panels (this time 3DMax Render):

    side_a_by_dethling-d8quvlb.jpg

    Probably last update for the week as I went to vacation now, but more will follow in May, PROMISED!
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    After my vacation is over now, I headed back to my mine entry. :)

    Added some more details and changed the rail:
    mine_ue2_by_dethling-d8sa6h9.jpg

    Screenshot from UE withour any light build.
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Worked a little bit on the base textures for the mine and decided to go with some earth tones as basis:
    all_props_by_dethling-d8suyr6.jpg

    Also finsihed the modelling and base texture of the rail and one additional sidebox:

    rail_by_dethling-d8suysb.jpg
    side2_prop_by_dethling-d8suyry.jpg

    My plan is make a "base material" texturing first for the whole scene and then add decals, writings etc.
  • Dethling
    Offline / Send Message
    Dethling polycounter lvl 11
    Added decals, details, dirt and some lights to the side box:
    SideBox.jpg

    Comments & Critics are welcome. :)
Sign In or Register to comment.