good point about the ground pipes not matching up with the style of the ceiling pipes. I'll have a play around with some more uniform spiral patterns around the base to counter it and see if i can get it more inline with what's going on in the center and the top. As for the lava, i feel the red is just about right…
Is this in UDK? Looks pretty cool. You could make the lava have more glow and provide more light. Thisll make the scene look like it has more heat in it and will balance the color palette more. Concept wise Im having trouble figuring out what this room is. It's unclear where things are leading and why they are there. Like…
cheers guys! @ae. The planet is a few spheres (i think there's a total of maybe 6 spheres in the scene) and it's using a hologram shader set to addative, everythings in the emissive input ofc. It uses around 6 i think parallax nodes (bump offset) coupled with some distortion through lerps using a detail normal map i've got…
Removed the strips round the center and the furnesses, replaced with some more tubing to really fill the area up. Also toned down the particle effects a touch, they were a bit disorenting and pulled away from the overall scene. might have a look at adding in a vignette effect to close up the edges of the screen, might be a…
Looking forward to it :) I've found an awesome artist on deviant art for a possible walkway relief texture, who i've asked permission to use some of his work here. I've already gone ahead and done some tests just running them through nDo and they're coming out pretty epic in photoshop. Really hoping to use these in the…
Cheers guys :) Moutrave The planet is made up of a few spheres meshes. One sphere for the planet itself, another for a lightly larger ball of dots around it and another again, and then one massive sphere for the dots around the statues. It's using a very cool holographic style shader i found on Eat3D by Ceribral, using…
Ok, this is something i'm really considering now. Been thinking about it for a short while and it's going to be something that fits it quite well. I'm going to sort of cap off the furness tops slightly (still leave an edge for the red glow to seap through) but have large funnel pillars bending up the walls and roof similar…
Cheers guys, appreciate it! Some things that need looking at still before i move onto the next part: * fog material could do with DepthBiasedAlpha to get rid of any harsh lines when it intersects mesh. * possibly look into making more particle effects for localised stars around the main hologram, possibly in a line or in…