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created [CE3] Sci-Fi Server Room
on 07-15-2012 02:25 AM
Hi everyone,
I thought I’d start a thread for a project I’ve recently started. The environment is based on a couple of pieces of concept art by RAZOR B. I’ve seen a few people tackle these environments but hopefully I can push some of my own personal touches into the mix. Unfortunatly I’m not able to work on it constantly as work work takes priority but I try to work on it during my lunch hour and a little bit at home when I get chance. I'll try to keep the thread as up to date as possible.
Goals of the project:
- Improve at asset creation and texture work in general (Unfortunatly Eutechnyx is a very outsource heavy studio so I don’t get to work on assets as much as I’d like)
- Tackle a style I’ve never tried before (As common as Sci-Fi stuff is here on polycount, I’ve never created anything Sci-Fi before ^_^)
- Post on polycount more
- Take on feedback and suggestions earlier rather than waiting till I’m 90% finished
- Further improve on my CryEngine knowledge
As always feedback and crit is welcome and thank you for your time
Current Progress:
Concept Art By RAZOR B
High Poly Models

Last edited by Grimmstrom; 10-09-2012 at 06:20 AM..
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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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Hey man, good luck with this! I like the high poly models you have so far!
Im looking forward to seeing where this goes!
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, line,
91 Posts,
Join Date Dec 2011,
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It's coming along pretty nicely, keep it up. The only thing I see that's got my attention is that the door seems shorter then the characters.
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, polycounter,
1,138 Posts,
Join Date Jul 2010,
Location United States
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Yeah aajohnny is right, the proportions are off.
The doors are too small which means the servers are too short which means ceiling is not high enough.
Last edited by Low; 07-15-2012 at 09:15 AM..
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, line,
86 Posts,
Join Date May 2011,
Location Montréal
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Looking good man! Might be the FOV or the scale being very slightly off but I agree with these guys, it looks just a little bit off - aside from that, awesome start mate
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, line,
56 Posts,
Join Date Feb 2008,
Location North East UK
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@theonebutcher - Cheers mate, really liked your take on the corridor. Now that its finished or close to been finished, have you got any other projects in the works?
@aajohnny &Low - Totally agree with the point about the door and the scale issues, thanks for pointing that out.
@Neoncypher - Cheers mate, when are you going to start posting your Fifth Element scene?  looking forward to seeing more progress on it.
Quite a small update but I've been playing around with the proportion issues as well as some tweaks to the models. Also I've lightened up the scene as my setup at home versus my setup at work doesn't match calibration wise, therefore the images were coming out darker than intended.

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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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Love that concept!
- Block out looks fine so far.
- High poly models look sweet!
- I'm looking forward to seeing more 
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, spline,
180 Posts,
Join Date Jan 2010,
Location UK
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I like where this is heading! Subscribed
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, triangle,
326 Posts,
Join Date Feb 2012,
Location Savannah, GA
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This is looking really good!
Are you going to be doing the hologram style signs too?
Artist at Brain in a Jar
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, line,
73 Posts,
Join Date Feb 2009,
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@A-N-P & leleuxart - Thank you
@JackyBoy - Yeah I'll be doing the hologram style display but its likely to be a while away yet as I tend to work on the larger details first and work down to the smaller details. Therefore I'll be doing the walls, floor etc first
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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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Nothing to crit yet, keep up the awesome work. Can't wait to see this when you get more done!
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, polycounter,
857 Posts,
Join Date May 2011,
Location Fort Wayne, IN
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@biofrost - Thank you
Been doing a bit more work over lunch, mainly doing a little bit of texture work on the wall and getting the basic floor in place (its untextured at the moment, just flat colour with OCC, Cavity Map and Normal Map)

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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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Hey man, looking great so far! glad you liked my corridor! yeah im gonna work on another scene very soon. In the process of finishing off some weapons and a tank for my folio. Think ill start a folio thread infact
Looking great though mate! Keep it up!
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, line,
91 Posts,
Join Date Dec 2011,
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@theonebutcher Nice one, looking forward to seeing what your working on
Another small update, currently I'm just blocking out all of the normal maps for the main interior shell and working out what resolution to make the textures. I'm creating the normal maps using NDO.
Currently all the diffuse textures consist of is a flat grey colour, with an ambient occlusion map and cavity map. One I've got the textures blocked out I'll start working on the diffuse and spec maps and introduce all of the appropriate colours from the concept art

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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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It feels like you've captured the scale of the room quite nicely. Really good work!
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, dedicated polycounter,
1,644 Posts,
Join Date Sep 2009,
Location Sweden/Malmö
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@chrisradsby Thanks Chris, means a lot coming from you, been a keen follower of your work for a good few years now
Another quick update, from my dinnertime work:
Baked out the low poly version of the roof tile:
Also been playing around with POM (Parallax Occlusion Mapping):
I'm going to be using this method for all the walls and floor. I do however need to rework this one as I'd prefer the results to go outward instead of inward

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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
, line,
56 Posts,
Join Date Feb 2008,
Location North East UK
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Quote:
Originally Posted by Grimmstrom
Also been playing around with POM (Parallax Occlusion Mapping):
I'm going to be using this method for all the walls and floor. I do however need to rework this one as I'd prefer the results to go outward instead of inward
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Great! Too few are using this.
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, triangle,
294 Posts,
Join Date Sep 2011,
Location Sthlm, Sweden
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The low poly bake for the roof tile is looking nice!
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, triangle,
326 Posts,
Join Date Feb 2012,
Location Savannah, GA
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If I remember correctly you can change the bias in the POM settings, making it "stick out" instead
Look really nice, looking forward for an update 
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,385 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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@Brygelsmack & @leleuxart Thanks guys
@sltrOlsson Thanks, yeah found the height bias setting shortly after posting last time. doh
Slow progress this week as I've been on holiday but I'm just starting to working on the height map for the middle floor tile as well as tweaking the POM settings:

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, spline,
174 Posts,
Join Date Apr 2010,
Location Newcastle, UK
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So clean and yet so detailed, this is awesome. When I say clean I mean your normal maps are flawless!
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, spline,
102 Posts,
Join Date Dec 2011,
Location Huddersfield
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Definitely 
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, null,
10 Posts,
Join Date Jul 2012,
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Ahhh you are kicking my concepts arse! :P really excited to see this finished mate!
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, polygon,
546 Posts,
Join Date Feb 2008,
Location UK !
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Looking real good! Now get some diffuse textures in there 
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, line,
76 Posts,
Join Date Feb 2010,
Location Germany
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