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created [CE3] Garage Redux
on 02-14-2012 06:29 PM
Final images:
Hullo. Just started a new scene based on a great concept by Eliott Lilly. First time making an environment and also the first time using an engine, so it's going to be fun.
The blockout:
Highpoly stuff so far:
Trying not to get too bogged down in the detail of my high-poly yet; just getting the majority "there" is kinda a priority. I'm leaving the exterior stuff until I'm happy with the interior. I know my blockouts look kinda glitched, I moved on from the first blockout I did yesterday; so I just used all the high-poly geo without turbosmoothing.
Last edited by Wesley; 12-11-2012 at 02:27 PM..
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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I was seriously considering doing this scene but because of uni time constraints I wouldn't have got it done in time!
Blockout looks good as does your high poly stuffs! I look forward to more!
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, polygon,
690 Posts,
Join Date Feb 2010,
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There is a lot you could do modularly to save texture memory and possibly perf.
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, dedicated polycounter,
1,450 Posts,
Join Date May 2011,
Location Minnesota, USA
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@Computron - yeah although I've got everything in the scene high-poly, basically all the windows, girders and connecting... things, are going to be duplicated in the low-poly/UVs. With the walls I'm going to have them referencing one or two sides. I could split the wall up more and just use a tileable texture; but I wanna take the walls into zBrush and bash them up a little.
Small update:
Not sure whether that area on the right should have the same kinda walls or concrete.
Last edited by Wesley; 02-15-2012 at 01:46 PM..
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Looking cool  Reminds me of rage. Can't wait to see it progress, Will definitely follow !
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, spline,
147 Posts,
Join Date Feb 2012,
Location The Desert
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Looking good. Looks like you're gonna have quite a lot of assets to do though 
Are you gonna do the vehicle as well?
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, polycounter,
1,128 Posts,
Join Date Apr 2010,
Location Sweden
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I'm leaving the vehicle till last. Interior>Exterior>Vehicle. It's for a uni assignment so if I run out of time I can stop at whatever stage I get to and can hand something in, then finish it off.
I'm pretty confident that if I knuckle down I can get it all done though... maybe. 
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Okay so I re-jigged some of the space because it was off in some areas.
The front entrance is still narrower than it is in the concept. Not sure whether to lower the height and widen it or leave it as is.
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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you're going to make me jizz
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, line,
86 Posts,
Join Date Apr 2011,
Location los angeles, CA
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thats a nice start!
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, polycounter,
1,149 Posts,
Join Date Jul 2005,
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Okay so I was tied up with uni work but I'm back on this now. Just sorting out proportions a little better and blocking out some of the larger objects in the scene.

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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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I'm sorry, but I have problems with the original Lilly image that you'll need to fix in order for us to remain on speaking terms.
The gate bothers me. A gate of that type has to be held in place with rails. There are no rails for the gate, it's just hanging there. Theoretically, if the gate was down, you could simply push it inward and squeeze into the building.
Not that you'd have to do that anyway because the doorway has no door. I've considered the possibility that it might be an "out-ty" door, but the geometry doesn't work. If the gate keeps intruders from driving off with the car, a door keeps the car from ending up on cinderblocks.
I also have a problem with any "garage" that doesn't have a lift to elevate the car so you can work underneath of it. Look how low that car is to the ground. And this isn't a racetrack -- as evidenced by the guy standing on top of the gas pump manning the howitzer -- so I'm thinking it's more of a mechanic shop in a post-apocalyptic high-gas-price city. It needs a lift.
So just to recap -- rails, door, lift... we can be friends; floppy, nothing, smooth... I will post a scowling unhappy face.
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, null,
18 Posts,
Join Date Feb 2012,
Location USA
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Haha, I've thought about a couple of those things. The front gate thing does bother me a little bit, I was thinking of adding some railings for it to follow.
As for the lift thing - I wasn't too worried about that right now because it's been left until last. However, I was thinking of implementing something along the lines that is in another of Lilly's concepts:
And lastly the door - originally I wasn't going to include it at all in case I didn't have time to finish the outside, so I wouldn't need to worry about seeing that area. I changed it and added it though because the image felt off in that area. I'll have to figure out some kind of suitable door for that area.
Thanks for the feedback man!
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Sure thing.
Actually, this new image isn't another Lilly concept -- it's a redo with several corrections and changes. I'm sure Lilly has a prick friend like me who likes to run his or her mouth.
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, null,
18 Posts,
Join Date Feb 2012,
Location USA
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Are you sure? It's from his website. It's got a lot of similar elements, I just presumed it was from the same world/universe.
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Okay so I've been blocking some stuff out more and been creating some of the assets.
Some of these lows will change when baking, and some of the highs will be sculpted for dents etc.
Last edited by Wesley; 02-22-2012 at 06:10 PM..
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Wow  Solid!!
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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Okay so I've been trying to break the back of this. High-poly and low-poly modelled most things needed. Still not assorted things how they should be, but I'll be doing that in-engine. Some scaling is still off with some assets.
I've baked some of the main structure pieces, such as the large metal... things, girders and the door/rims. I added in the pit, door (although I'll probably have the door open) and sections for the front shutter so LW3 will still be my friend. I did want add in that fancy lift, but it obscured too much stuff.
Anyway, images!

Last edited by Wesley; 03-07-2012 at 05:30 PM..
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Okay I've finished faffing about with baking my normals and getting everything messed up and wrapped round my neck. Time to start texturing this.

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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Wow it is looking really nice so far. Can't wait to see more progress!
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, triangle,
463 Posts,
Join Date Jul 2011,
Location Denver, CO
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Everything is looking good, nice job of getting rid of any errors.
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, polycounter, lvl. 13,
7,050 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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Looking nice man.
The pillars look a bit bare, as do the upper supports, I'm sure texture can cover that as the concept is a bit blurred on those areas.
Is this going to be viewed from any other angles?
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, vertex,
33 Posts,
Join Date Aug 2010,
Location Huddersfield
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The interior has been mostly been made for this one-shot. With the other angle being outside. However there is room for more than one interior shot, I have built in some other assets that would probably be there in the garage.

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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Been lurking on this thread but it's coming along great, man. Very inspiring. Reminds me a bit of the garage in Rage which was one of my favorite setpieces.
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, polygon,
639 Posts,
Join Date Aug 2005,
Location Belmont, CA
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nice dude, are you planning on making that crazy car too? be sure to get some interesting texture on the windows and diffuse the lighting so the shadows arent as harsh and distracting.
check these settings out for CE if youre interested too viewtopic.php?p=316529#p316529
Indie Video Game Developer
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, triangle,
380 Posts,
Join Date Dec 2010,
Location California
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