@Borgleader Thanks! I actually went back and played it all the way through and thought it'd be fun to try out some sci fi stuff. I bought it when it came out, but I got maybe halfway through before life got in the way. Anyway, another quick update. I finished the famous (or infamous?) vending machine, used to kill…
@9Solid really nice work! I really like the concept and lighting this scene will be a lot of fun :) The only real problem I can see so far is the scale on the metal floor. The diamond patterns look a bit too big, its difficult to tell without a human reference but if someone was sitting on those chairs, their feet would…
The few past projects I've put on Polycount have been posted when they're mostly finished, so I've never really detailed the entire process, so I'm excited to give it a go. First, I'm taking this concept from Eidos as my main inspiration. My plan is to break the scene into modular pieces, the walls and ceiling seem pretty…
@Borgleader The lights by the track or the indoor ones? I agree the outside ones could use some toning adjustments as well as variation in the emissive material. @JLHGameArt I agree with the signs. I'll experiment with the emissive textures and the opacity to get the letters brighter than the background and hopefully…
Hey, guys. A bunch more updates over the past few days. I added trash to the level which really helped push the grimy nature of the environment, adding atmosphere and making it seem more used. Along with that I lit the level, using mostly point lights with IES profiles. I used vertex painting to create a puddle in the back…
A few more updates as I'm getting closer to lighting and finishing this project up! I recently dropped in these vents, using Apex Cloth ribbons and a wind source to really push the blowing air effect. I also created some hologram signs, using a panner node with an overlay of lines to make them move. Using splines for…
Finished up the track area. The main focus of the scene is the inside, so I didn't want to kill a lot of time on the track. I will put fuse boxes and decals on the wall later to break up the blank space above the pipes, but for now I'm going to leave it like this to focus on the assets inside the lobby area like the…
Looking really promising, just a few thoughts moving forward. I'd say the lights could be toned down a bit, they're feeling very hot right now. Maybe those tube lights above the platforms could use some kind of gradient on them, feels like a large surface area of just solid light. Maybe add a tint of colour to the light as…
After a lot of minute tweaking, I'm just about to call this project done. I edited together some animated cameras in the sequence editor which you can check out here. Still open for criticisms if there's anything you think I should change, but for the most part I'm really happy with the way this turned out!