View Full Version : Abandoned Laundrymat - UDK Environment
09-17-2011, 10:41 AM
I am currently reworking an old project that I started my first year of grad school in preparation of getting my portfolio in order. This project is a abandoned laundromat. I am basing my concept off the photographer Lori Nix that did a series of prints about abandoned spaces entitled Abandoned: But Not Forgotten. I will be posting regularly to show updates on the overall layout and models I am constructing for the space. Here is the image my concept is loosely based off of.
09-17-2011, 10:49 AM
WIP of my dryer for in the Laundromat
Somewhat based off this dryer
09-17-2011, 12:22 PM
the dryer looks good, but i would have opted to block out the environment before moving onto props. it will not only give you a better idea of the scene as a whole, but it will allow you to see what might need changing to read better in-engine.
ill be following this
09-17-2011, 04:14 PM
hey great start , are you going to put this on any engine or something ?
i love your texturing and i have a question if you dont mind . how you did this ?
it dosent look like just simple and masked and painting . are you painting on a photo ?
09-17-2011, 07:21 PM
@Mike Yevin Hey! I really appreciate your following and for the valuable input. Currently I am working on some old assets that I had started for this project a while back. I had started working on the original block out and I will post some images of it later this week. Currently I am just finishing the few assets I had started then gauging the scene block out model to see what I need to construct next. I am still trying to figure out the direction I want to go with the destruction the building has sustained.
Ok with this I decided on my colors I wanted to use and then after painting the base textures I found a rust texture online on a seam and then selected the painted areas that were not the right color and brought it into Photoshop and used Match color
Go to Image > Adjustments > Match Color.
Then make the target your original color so it matches that color.
Here is a website for a walk-through tutorial on Photoshop Color Matching (http://www.photoshopessentials.com/photo-editing/match-color/page-2.php)
Then after matching the yellow color I cut pieces of the rust and fit them onto the seams where I thought they seemed fit. I am still working on the texture overall but I hope that helps.
As for your other question. As of right now this shot is rendered out from the Marmoset Engine with some prepossessing effects added. I am going to move all the assets I am creating into UDK this week.
09-17-2011, 10:01 PM
WIP of the chairs for in the Laundromat
09-17-2011, 11:39 PM
WIP of the Television for in the Laundromat> Not sure if I like the shattered screen or not.
09-18-2011, 01:12 AM
I think you should put a few polygons on the screen to make it rounded, and I think it will make your cracked screen look a lot more believable.
09-18-2011, 04:39 PM
WIP of the floor in the laundromat. Making sure it tiles with no noticeable repeats. Also gonna start working on adding extra decals on time that simulate cracked tiles.
09-18-2011, 04:48 PM
WIP quick trashcan and a few pieces of trash to scatter in the scene.
09-18-2011, 05:04 PM
lookin good! nice choice with this photo!
09-18-2011, 06:01 PM
Coming along man,
My only suggestion so far is that the tv texture, with the cracked glass is kind of random. When you make an environment tell a story, what happened here? now if there was a gun fight or such in the laundromat that crack would make more sense, but why would that crack be there? those kind of things you should maybe think of, or base your scene around making it look like a gunfight just happened.
Just my suggestion, I sometimes overthink though :p
09-18-2011, 09:55 PM
Looking good my friend! That is some good looking trash =D
09-19-2011, 02:54 AM
really nice looking so far, looks like something out of max payne
09-19-2011, 09:47 PM
WIP ceiling light
09-20-2011, 06:11 PM
Changed the mockup a bit to get it where I want it.
Also not sure if I want to go with the night time looking scene or the day. I am leaning more toward day.
Lastly for the exterior I am wanting to look at going this direction
09-22-2011, 12:20 PM
Just roughing out and importing my models and textures into UDK
09-22-2011, 12:37 PM
Looking good although why the giant floor method? Or was that just the default floor that pops up when first load UDK and you slapped the texture on it? Keep it up.
09-24-2011, 09:51 AM
I am taking a quick break from scene construction to check out some scene post processing effects. I used this tutorial to contrust chromatic aberration. Pretty cool effect.
To show the effect this is his example of an extreme case of Chromatic Aberration
09-24-2011, 03:26 PM
I'd recommend switching the walls to either a closed mesh or BSP so you don't get light leaking.
09-26-2011, 07:01 AM
By closed mesh, you mean creating the walls/ceiling in a 3d program right? Which would be more beneficial for a scene like this, closed mesh or BSP? I only ask because I'm also building a scene in UDK :P
Nah, closing the mesh in this instance would mean to add a ceiling and back wall. Would probably be best to add them in your 3D modeling app.
04-02-2012, 10:48 AM
Been a while since an update but still finishing up my Laundromat.
I ended up using the image as more of a reference and with seeing the recent Silent Hill downpour game I decided to go for a more eerie feeling overall. Still looking for critique.
04-02-2012, 12:23 PM
+1 for galaga
04-03-2012, 03:43 PM
I freakin love galaga :poly136:
04-03-2012, 05:26 PM
I`m in love with you modeling, looks very realistic and accurate :D just a few comments, a think the lighting and general color scheme does not make justice to the models, looks kind of boring, may be giving more contrast between shadows and lights may help, everything looks kind of washed out right now, and the chairs have some weird shading...
Something that called my attention are the audio and video inputs of the tv, it looks like an old 80`s or even 70`s model, but those didn`t have such tecnology...i love it as it is, and the tv will never be seen form behind so it doesn`t matter i guess :P
The trash can looks amazing, simple but accurate, did you model it in zbrush? or is it a photosourced texture? either way looks very nice.
And the arcade machine rules!!!! :thumbup:
Your work is very inspiring :)
04-03-2012, 06:24 PM
Sure is a tidy place for being abandoned :D
I envy you because I've personally been inspired to create a scene very similar to this
04-03-2012, 07:33 PM
Thats pretty sexy
04-03-2012, 08:19 PM
I would try and incorporate a little more wear and tear within your scene, such as taking some of those ceiling tiles and having them fall to the ground, as well as breaking up a couple of floor tiles.
I've also been looking at a lot of Silent Hill Downpour stuff as of late, and I LOVE it, seems like you are capturing it really nicely.
Can't wait to see more :)
Also - Is this a working laundry mat or abandoned? Maybe the broken tiles won't work as well... how about having lose paper / trash / clothes on the ground instead? Maybe try creating a master tinting material for your washing machines so that you can get some quick colour variations (eg. the image you posted - http://i-cdn.apartmenttherapy.com/images/uploads/05.22.laundromat.jpg)
04-04-2012, 07:12 AM
nice job man! lookin' good for sure. I feel like the washers could use more variation among each other though. Like some have stains and whatnot. They look a little repetitious.
04-04-2012, 09:41 PM
great job, subscribed! any closer look on that wooden chair? looks awesome.
Y no detergent bottle on the floor?
04-04-2012, 09:44 PM
what settings are you using for those renders?
04-04-2012, 11:07 PM
I don't think you should dirty your textures up, but rather make your geometry blend with the surrounding environment better. You get these harsh transitions between walls and floors everywhere and that makes it look like brush-based levels from the past :P
Notice how the corners are darker than the rest of the environment: http://www.flickr.com/photos/nazriamran/4173658912/
You can also try to crank up the AO/SSAO, that will definitely help too.
04-05-2012, 02:50 AM
Your scene is looking great, can you take us through the post process effects / shaders you used?
04-10-2012, 07:33 AM
Thanks for all the great comments and critique so far. I will be working to fix all those issues and more in the upcoming week. Here are a few posts of my models from the interior.
04-11-2012, 11:26 PM
awesome assets man. keep em coming!
04-12-2012, 06:38 AM
This is really starting to shape up as a top scene!
I can't wait to see more.
04-12-2012, 08:07 AM
Some nice stuff man I am looking forward to seeing this finished!
04-12-2012, 10:26 AM
Glad to see you are still working on this! Excited to see the final product :D
04-16-2012, 10:23 AM
3k for an office chair is way too high, the benches culd be optimized too i think. Can`t wait to see more progress :)
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