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created City Laundrymat - UDK Environment
on 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.

Last edited by cmc444; 04-04-2012 at 02:59 PM..
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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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created WIP Update
on 09-17-2011 10:49 AM
WIP of my dryer for in the Laundromat
Somewhat based off this dryer

Last edited by cmc444; 09-18-2011 at 01:14 PM..
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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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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
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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 ?
good luck
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, triangle,
492 Posts,
Join Date Mar 2010,
Location Morocco
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created Texture WIP
on 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.
@ayoub44
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
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.
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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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created WIP Update
on 09-17-2011 10:01 PM
WIP of the chairs for in the Laundromat
 
Last edited by cmc444; 09-17-2011 at 10:04 PM..
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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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created WIP Update
on 09-17-2011 11:39 PM
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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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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.
"I greatly appreciate any advice, tips, tricks, knowledge, feedback and/or any critique on my work." Thanks!
Portfolio - Intern at Massive Black Inc.
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, polycounter,
818 Posts,
Join Date Mar 2011,
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created WIP Update
on 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.

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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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created WIP Update
on 09-18-2011 04:48 PM
WIP quick trashcan and a few pieces of trash to scatter in the scene.

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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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lookin good! nice choice with this photo!
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, polygon,
553 Posts,
Join Date Feb 2008,
Location UK !
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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
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, polycounter,
1,166 Posts,
Join Date Jul 2010,
Location United States
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Looking good my friend! That is some good looking trash =D
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, triangle,
286 Posts,
Join Date Feb 2010,
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really nice looking so far, looks like something out of max payne
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, polycounter,
1,201 Posts,
Join Date Nov 2004,
Location Toronto, Ontario
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created WIP Update
on 09-19-2011 09:47 PM
WIP ceiling light

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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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created WIP Update
on 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

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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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created UDK Update
on 09-22-2011 12:20 PM
Just roughing out and importing my models and textures into UDK

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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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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.
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, dedicated polycounter,
1,465 Posts,
Join Date May 2010,
Location England, a quaint little town just outside London. About 40 minutes away from Moorgate.
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created Chromatic Abberation
on 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

Last edited by cmc444; 09-24-2011 at 09:56 AM..
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, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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I'd recommend switching the walls to either a closed mesh or BSP so you don't get light leaking.
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, polygon,
726 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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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
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, triangle,
263 Posts,
Join Date Apr 2010,
Location Norman, OK
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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.
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, polygon,
607 Posts,
Join Date Apr 2010,
Location Washington - USA
, line,
97 Posts,
Join Date Sep 2011,
Location San Fran, CA
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+1 for galaga
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, spline,
146 Posts,
Join Date Oct 2009,
Location Seattle, WA
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