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Mercury Room

harjm
polycounter lvl 4
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harjm polycounter lvl 4
I will be recreating the following scene for my University FYP in Unreal 4 Engine which has been inspired by Alien.Blade runner and the fifth element.

My first goal was to observe and de construct by highlighting the main points and interests, create a colour pallet also compare to the three movies,

Concept Chosen
mercury_by_eimer-d4mxjv2_zpsbc5acc82.png

Did a quick composition over the concept.
2Composition_zps46b14b7a.png

Focus Points
3FocalPoints_zps61b869b5.png

Modularity
4Modularity_zps9a028d92.png


Colour Palette
5ColourPalette_zps987e3c0b.png


Blade runner Comparison
BladeRunnerComparison_zpsa377c9a0.png

Alien Comparison
8AlienComparison_zpsb058e223.png

The Fifth Element Comparison
7FifthElementComparison_zps7d25b040.png


Chair reference

Possible changes that could be made to chair gathered chairs that had a scifi look to them and would work in the scene if elements where combined together.

Moodboard1_zps3d1e6165.png

Moodboard3_zps4510b00c.png

Moodboard2_zps45bf794d.png

Found another angle of the chair used in this scene by the artist that had used it in another scene.

ChairCloseup_zps24ff5043.jpg

Did a break down of the scene highlighted which methods will be used to create certain assets.
SceneAssetsBreakdown_zpsd79c89ce.png

Replies

  • harjm
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    harjm polycounter lvl 4
    Blockout created in UE4
    BasicBlockout_zpsd4fe39a2.jpg


    Changes made when feedback was given about it being to big compared to the concept and was not to scale.
    FYP_Blockout_zps5bea268b.jpg

    Then I created the mesh pass in 3ds Max using the ue4 blocout as a guide the following are renders of the mesh created.

    Meshpass_6_zps7f68d47f.jpg

    Meshpass_8_zpsef942c74.jpg

    Meshpass_7_zps94d0488e.jpg

    Had a go at adding in a hallway with the door open but decided to get rid of it and keep the scene as just the room.

    Meshpass_11_zps1a583b45.jpg
  • harjm
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    harjm polycounter lvl 4
    My Current stage of my project

    Began placing my mesh pass into Unreal 4 Engine trying my best to recreate the block out closely as possible and match the camera angle and attaching assets together to make modularity easier to make any changes.

    Original Blockout
    HighresScreenshot00001_zpsed64a8ef.png

    Updated Mesh pass
    HighresScreenshot00003_zpsb5471870.png

    gif showing a better comparison between both
    oie_oie_animation_zpsemaexjy1.gif
  • Cibo
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    Cibo polycounter lvl 10
    I think the room is to big. In the concept ist very narrow and the chair and bed are "normal" size. In your blockouts the bed is gigantic and the chair is so small and nearly invisible behind the desk.
  • EmperorAquaman
    It's the default chair you get with Unreal 4. I do agree the whole thing isn't as narrow as the concept though. The meshes themselves are starting to come out nicely though :)
  • BARDLER
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    BARDLER polycounter lvl 12
    I don't know if you realize this but you are creating a 3D Environment from a 3D environment, not a piece of concept art.
    http://eimer.cgsociety.org/art/mercury-cinema-cat-4d-3d-vray-photoshop-c4d-science-fiction-zbrush-1030538
  • harjm
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    harjm polycounter lvl 4
    Thanks for the feedback appreciated I will look into he room being to big I did have a feeling it was but not to sure and wanted a second opinion also I was meant to write 3d scene before not concept I did not realise I wrote concept.

    Thank for the help.
  • harjm
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    harjm polycounter lvl 4
    Made some quick changes added in my own chair model and made it a bit bigger and made the room a bit more narrower to match the original scene.

    Bed still needs work as I have realised how big it looks compared to the rest of the scene when rendering the camera view and will be changed to match the scene and make it look more realistic.

    HighresScreenshot00001_zps533388e2.png
  • harjm
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    harjm polycounter lvl 4
    I have began modelling my high poly models for the scene at the moment they are still WIP and could be changed throughout the development and have also made some little changes to the show section making it all one model instead of three separate assets.

    Shower section no longer has a gap on the right side instead is curved into the wall which was realised was done in the original scene too and was changed.

    [SKETCHFAB]9561b7b21b834714a1bdc4296539b32f[/SKETCHFAB]

    Floor Computer High Poly WIP
    [SKETCHFAB]a72fd014afb843b3a6d3652510b02de5[/SKETCHFAB]

    Fan Extractor High poly WIP
    [SKETCHFAB]db3e4a27482741cb8249a8cd18401742[/SKETCHFAB]

    Wall Computers High poly WIP
    [SKETCHFAB]5c3dc063273d4b058cf1848f249e53ff#share[/SKETCHFAB]
  • harjm
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    harjm polycounter lvl 4
    High Poly Table

    calling this done for now as i need to work on other assets foe the scene.

    [SKETCHFAB]a91b97156fd443809f1b9f052d1fef43[/SKETCHFAB]

    Highpoly Bed
    Also managed to finish the bed too

    [SKETCHFAB]db2b2429e90f46b98a33417d1473d368[/SKETCHFAB]
  • harjm
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    harjm polycounter lvl 4
    Update of the wall computer

    had some issues with sketchfab so had to render out a screenshot instead.

    1_zps70675113.png
  • harjm
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    harjm polycounter lvl 4
    small update on scene working on the highpoly assets trying to get them finish as soon as possible.

    [SKETCHFAB]0865b5e4883f4dcab42c5e1422a407bf[/SKETCHFAB]

    [SKETCHFAB]0c4d00ee359a449ebbb5ea30a1bdcb33[/SKETCHFAB]
  • harjm
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    harjm polycounter lvl 4
    Update on assets.

    Created a hdd last week which i did not get time to post

    [SKETCHFAB]a8eac51ea6a648c79d045dd0a6f18128[/SKETCHFAB]

    and today I have been adding in more detail into the laptop model before I start using turbo smooth to create my high poly and bake down basic mode with all the detail and have another model with components missing like the hdd, battery and DVD drive which will be laying on the floor next to the opened laptop.

    LaptopBase_zps919714ab.png
  • harjm
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    harjm polycounter lvl 4
    Been a long time since OI have Posted on here been trying to get the baking out of the way and still have some left to do and other projects and have took up time.

    Highpoly Chair WIP
    Chaie%20wip2_zpsolfnwi3x.png

    Few Assets Bakes
    BedBottom_2_zpsaem4qnc8.png

    BedTop_1_zpssmo6tnic.png

    LeftwallComputer2_zps2zcwwe6q.png

    LeftwallComputer1_zpsjq9wbg2q.png

    Desk_zpsnyig27sf.png

    soldering%20gun_zpsslj1goni.png

    Scene at it's current state
    HighresScreenshot00001_zpsvqbtgv5b.png

    HighresScreenshot00002_zps9igsks9u.png

    Roof lights are place holders at the moment having problem with material id in max not working in UE4 when exported.
  • harjm
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    harjm polycounter lvl 4
    Laptop has been baked made it so that it some parts can be taken apart as the laptop is scattered on the floor and tables and there will also be a working one like the original scene on the floor next tot he bed.

    Separate parts:
    -Battery
    -DVD drive
    -SSD
    -Screen
    -SSD Cover

    Plan was to have more of the interior components showing but due to modelling taking much longer then planed and not realizing the amount work that will need to be done had to cut it down tot he following pieces to speed the process up.


    Laptop_1_zpspvcaiir9.png

    Laptop_2_zpsykdqxb0y.png

    Also created a basic table for the back of the room just to fill it up more and reuse assets created to scatter on the table and reuse the left wall computer and create smaller versions for the back wall once they have been textured.

    HighresScreenshot00000_zpsej8mx94m.png

    Calling the generator finished for now and will create the low poly alongside in the chair in the next few days once i have created a pattern for the chair that works well with the scene.

    Generator Highpoly
    Generator%20Highpoly_zpsjtxdw3tk.png

    Highpoly of chair finished
    HigpolyChair%20final_zps3so875fb.png

    Finished baking all assets for the scene

    Generator Normal and AO
    Generator%20Baked_zpswsdkdaa8.png

    Chair Normal and AO
    Chair%20baked_zpssb0e0ouv.png.html
  • harjm
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    harjm polycounter lvl 4
    Small Update

    Imported and arranged more assets around the scene.

    Meshpass_15_zpsgza2f0ht.png

    Meshpass_17_zpsjfs0rgsc.png

    Meshpass_16_zps1bkmeb3e.png

    Meshpass_14_zps4itekvsm.png
  • harjm
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    harjm polycounter lvl 4
    screenshots of scene with all assets baked in detailed lighting

    HighresScreenshot00005_zps6frwqwb0.png

    HighresScreenshot00000_zpsz1v7ovqq.png

    HighresScreenshot00003_zpskfdougfq.png

    HighresScreenshot00001_zpshyckluc9.png

    HighresScreenshot00004_zps7dzuwwsh.png

    HighresScreenshot00006_zpsmksractu.png


    Have applied base colors to walls need too create metallic and roughness in substance painter

    HighresScreenshot00007_zpsakmayypt.png

    I have textured more assets and will update forum in a few days once i ave managed to get quite a few more done as deadline is approaching for this project.
  • Cheeky_Pickle
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    Cheeky_Pickle polycounter lvl 9
    Looks cool so far! I think perhaps those book stacks on the shelves are a tad too modular, perhaps create a few variants?
  • harjm
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    harjm polycounter lvl 4
    Looks cool so far! I think perhaps those book stacks on the shelves are a tad too modular, perhaps create a few variants?

    Thanks for feedback Holly Mellor will makes change to the books
  • skodone
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    skodone polycounter lvl 2
    very nice from breakdown till results :)
  • harjm
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    harjm polycounter lvl 4
    skodone wrote: »
    very nice from breakdown till results :)

    Thanks skodone
  • harjm
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    harjm polycounter lvl 4
    Update on scene have managed to texture more assets and beginning to come along still have quite a bit to do have basic textures on the wall that needs working and have also put a quick basic texture on the floor too which i am having trouble with deciding how i will make it look the same as it does in the original scene.

    Also tweaked the lighting more but think it needs to be a bit dark as it has turned a bit to bright compared to the original scene.

    HighresScreenshot00003_zpscqhnpvwu.png

    HighresScreenshot00001_zpsdqylwgah.png

    HighresScreenshot00002_zps3mk6bfa1.png
  • skodone
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    skodone polycounter lvl 2
    i know lighting ist all done yet, but the wall seems to be a tad to green... the color too warm
  • harjm
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    harjm polycounter lvl 4
    skodone wrote: »
    i know lighting ist all done yet, but the wall seems to be a tad to green... the color too warm

    I agree skdone been meaning to change that just keep working on other assets trying to get it finished for deadline but will fix the wall soon
  • nastobi123
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    nastobi123 polycounter lvl 8
    this has come a long way. BTW are you gonna eventually add fog on it ?
  • harjm
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    harjm polycounter lvl 4
    nastobi123 wrote: »
    this has come a long way. BTW are you gonna eventually add fog on it ?

    Thanks nastobi123 I have added in little fog to the scene need to upload new screens once more texturing is done.
  • PhilG
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    PhilG polycounter lvl 5
    Can't wait to see how this one turns out man, your skills have come on leaps and bounds these past few years. Granted I can just look to the right in class but meh I am too lazy for that :)
  • harjm
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    harjm polycounter lvl 4
    PhilG wrote: »
    Can't wait to see how this one turns out man, your skills have come on leaps and bounds these past few years. Granted I can just look to the right in class but meh I am too lazy for that :)


    Thanks Phil
  • harjm
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    harjm polycounter lvl 4
    Final renders created for deadline still need tot weak lighting a bit for gradex show

    HighresScreenshot00004_zpsod83kiok.png

    HighresScreenshot00005_zpsbt5kahzd.png

    HighresScreenshot00006_zpsrnaeyasl.png

    HighresScreenshot00008_zpstdrfwna3.png

    HighresScreenshot00009_zpsjiklojnf.png

    HighresScreenshot00007_zpsja9hlfda.png
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