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created Hi-tech research facility (UDK environment)
on 05-25-2010 06:49 PM
Last edited by Minos; 07-06-2011 at 02:21 PM..
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, polygon,
693 Posts,
Join Date May 2007,
Location Sao Paulo
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hey thats pretty bad ass looking... only part i do not like at all. is the ceiling. It looks like I'm going into a fancy European house with that tray ceiling style. I would nix that personally... but everything else looks great!
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, triangle,
344 Posts,
Join Date Mar 2010,
Location North Dallas Texas
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Real cool. I love how clean it is, that's refreshing. So used to everything being super damaged like it's been through a war.
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, card carrying polycounter,
1,961 Posts,
Join Date May 2010,
Location Los Angeles
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The modeling looks great, but I've never really been one for low-ceilinged sc-fi stuff. It makes it feels cramped, especially since sc-fi hallways usually have a bunch of blocks and gizmos on them. Like Orbital in Halo 3 I never really liked to much because of the low ceiling. Just a personal opinion.
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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I'm enjoying the design and layout for sure! The only issue I have is the sense of scale, there's nothing to compare the ceiling height, and width of wall sections to. I'm sure that'll be fine once props make their way into the scene.
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, dedicated polycounter,
1,305 Posts,
Join Date Dec 2008,
Location Chicago, IL
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when i only saw the shots of the modular assets i thought that those bevels are incredibly large and would look like toys but when all put together it works rather well.
looking forward to updates on this.
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, polycounter,
866 Posts,
Join Date Jan 2009,
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That looks liuke a good start, but the you just have very strong plain shapes - you need to get in close and do the dirty work! Some more noise and variation on the walls would be good ns its screaming for a specular map. You dont have to make it dirty by adding detail, But you really need something to get rid of the doom 3 plastic wrap look!
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, dedicated polycounter,
1,616 Posts,
Join Date Oct 2008,
Location UK
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@JonathanF @SasoChicken: You guys are right  I'll see what I can do!
@divi: Yeah I exaggerated the bevels so I could have more depth in my normal maps. My previous tests with this kind of sci-fi stuff on UDK turned up kinda bad because lightmass tends to make normal maps look flat... it's either that or you crank up indirect lighting influence and get huge blobs on your lightmaps...
@kaburan: You are right, I plan to improve the sense of scale by adding props and doors
@fearian: I think it looks like doom because of the viewport shader I'm using for visualizing the mockup. I'm pretty sure it will look a lot different when I put this on Unreal. I'm planning on having some direct lighting and windows where the light comes through, and that alone will give this a whole different look I think!
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, polygon,
693 Posts,
Join Date May 2007,
Location Sao Paulo
, polygon,
693 Posts,
Join Date May 2007,
Location Sao Paulo
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This looks good, but you should think about breaking up the repeating in your meshes with some color variation, or perhaps some signs or lights or decals. You may want to try vertex paint to discolor some of the red panels or floor.
I understand that yo may be going for a clean, new look. In which case this would look fine, but not that interesting.
The green should add a nice touch as well.
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, polygon,
649 Posts,
Join Date Sep 2007,
Location Dallas, Texas
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Looks great, love the lighting. Only thing I would suggest is to increase the shadow map resolution on your walls.
Can't wait for more 
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, dedicated polycounter,
1,401 Posts,
Join Date Apr 2009,
Location Ontario Canada
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Hey! Looks better than I would have expected for such simple textures. I think you could do with a more complex specular, which might lend some more realism to the material and scene.
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Wow. The lighting has come a long way, although one obvious and major flaw is that you have lights coming in like there's big windows and skylights, but there's zero windows of any kind. I'd say keep the lighting, it gives it a good feel, but add in the sources of those lights in the appropriate spots.
Also as far as modeling goes, you might want to add in some high-tech looking computer terminals and whatnot to give it the "Hi-tech research facility" feel. Right now it reminds me a lot more of the inner corridors of the Jedi Temple on Coruscant.
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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Also, you might want to consider using cubemaps ala Mass Effect, that's how they did their "reflections" on the walls.
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, triangle,
387 Posts,
Join Date May 2010,
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@Virtuosic - Yeah don't worry I have a lot of props planned for this scene to break repetition =)
@brandoon - I'm using lower res lightmaps at the moment to keep iterations fast. The final version will use higher res maps!
@ScoobyDoofus | @Xendance - Cool! I'm planning on adding detail specular maps, just need to figure out how to make good tiling detail textures that don't look tooo repetitive from the distance. Far Cry 2 did that and it looks really good.
I also plan on using spherical maps for "reflections", but I can't seem to find any good tutorials on this. The one on UDN is obsolete :/ Does anyone know how to do it? I wanted to make a few tests with spherical mapping before switching to cubemaps.
@SasoChicken - The ceiling holes are not visible in the screens because they are just placeholder bsp atm ^_^
Tonights update:
- New wall set
- Using placeholder plant meshes by Epic at the moment
- tweaked the floors diffuse map, which was way too dirty

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, polygon,
693 Posts,
Join Date May 2007,
Location Sao Paulo
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lookin sick. i like the sunlight coming in. how bout angling the light a bit so that it goes into the room a bit more?
i think the darks in the corners are a bit too dark. i dont know if thats the realtime AO or what.
Serozh Sarkisyan
Environment Artist
Infinity Ward
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, dedicated polycounter,
1,305 Posts,
Join Date Sep 2008,
Location Los Angeles
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sweet!! yeah man! looking so much cooler now! feels a lot more open! especially needed the open spice like this with the plants, nice touch! really gives it some great color. and that sun light is awesome to!
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, triangle,
344 Posts,
Join Date Mar 2010,
Location North Dallas Texas
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Awesome work
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, spline,
213 Posts,
Join Date Nov 2009,
Location Chicago, IL
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Looks good but looks like alot of static mesh loading and less use of BSP's should probably try to mix and match brush usage and mesh usage rather then 100% static mesh level building.
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, triangle,
476 Posts,
Join Date Feb 2009,
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Wow.
The plants in the walls really add life to the scene. Although I still think some wall panels and lights would make it looks more like what it is
Pardon my poor mouse-painting skills:

Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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looking nice like the lighting
needs:
some signage, leaks n drip decals, moar plants (maybe a new section with a planter that stickout into the pathway some, with a nice trailing plant that could creep into the rest of the scene
senior lighting artist @ r*north
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, veteran polycounter,
3,428 Posts,
Join Date May 2006,
Location edinburgh
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It looks ace, but not wha ti would have expected from a research facility, usually they pride themselves on extremely clean, totally anti-bacterial rooms, so that experiments can't be messed with by any other factors. Those plants would have an effect on the climate of the rooms, also its easier to make somewhere look clean by using brighter colours (whites, light blues, yellows, etc.). Just my thoughts anyway..
Did a little paintover, hope you dont mind... Its a bit of a washout, might want to make noticable lighter areas, instead of just brightening up like i did,

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, polycounter,
860 Posts,
Join Date May 2008,
Location United Kingdom
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I think its going well as it is saso, nice work, might look nice with a shiny polished floor using a cubemap or something?
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, veteran polycounter,
3,919 Posts,
Join Date Feb 2007,
Location UK cheltenham
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How about giving the sunlight some volume so we can see it coming through the windows ;)
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, triangle,
317 Posts,
Join Date Feb 2009,
Location Dundee, Scotland.
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skulburn - i find the original more interesing to tell you the truth, and more realistic...even a welll lit interior like a labs lights is nowhere near as strong as the sun
and the retaining glass for the plants makes the Env less interesting...when IMO it needs more breaking up with organic elements....SOrry dont like it
senior lighting artist @ r*north
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, veteran polycounter,
3,428 Posts,
Join Date May 2006,
Location edinburgh
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