Ahh sweet.. I'm bit of a MGS5 nerd and I always thought that the game could use some more technical maps like MGS2 has - like an underground facility in the mountains or something. I would love to see stuff like your work as small mod done with Foxkit. But even just as portfolio peace it is nice to see. Btw: imo what makes…
Hello! I'm creating an environment piece of an advanced military compound for my portfolio. Something in the style of the motherbase from MGSV or the tanker incident from MGS2. Many of my reference photos are derived from these games, but also some from Battlefield 2042 and Cyberpunk 2077. I want the environment to give…
I agree with what others have already said. The textures look good but the environment as it's currently presented still looks like a generic, nondescript interior. If I had to guess from the visuals, maybe it's some sort of factory or refinery...but it's not really clear. Is that central room a cargo bay or storage room?…
* Update to materials and textures to try and add more color and variation in the metal materials. * Added the base mesh for the large doors. In the end the large doors will have three texture sets for the base (included), actual door, and some detailed electronic components that will be attached to the panels, like a card…
I think it's 0 - 0.3 metallic value. There's also slightly visible leaky thing in albedo/roughness. Try to make your lighting softer and only accent lights - sharper (like warning lights, whatever). I suggest you to try color correction - at this moment I found your screenshots too bright and contrast.
Looks good so far to me. One thought it that your scene feels a lot like a ship or submarine to me. I think the pipes along walls contributes to that as well as the style of railing and stairs. Not saying this is wrong or anything, just that this is the immediate reaction I have when looking at it. "Oh we are on some sort…
I created some trim sheets for the walls and some structural assets along with some simple modular pieces. Created a simple decal generator for the floor decals. General shifting around of assets and adding simple placeholder models. Starting to work on some walls and details using the trim sheets. I don't like how flat…
This was originally going to be a server room surrounded by a security fence with a computer room adjacent to it, and some hallways nearby leading into other areas. I wanted to fill the room with the glass wall with computer desks, monitors, displays, lots of cabling and such. The blocks in the fenced in room are going to…
I've continued working on this enough to post an update. I've created materials for each of my modules to include the standard PBR bake maps and then created a simple metal smart material to apply as a base for most of the metal modules. I'll have to pass by each of them later to give them a more individualized look so…
I finished the modular pipe set. I created a smart material in Substance Designer as a base for the pipes, then modeled a set of three pipe couplings that I can use to hide the seams of the pipes. Next I created a set of four pipe models. I made two long ones, a medium length, and a short length pipe. I textured them in…