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created [UDK] Sci-Fi Research Lab Environment
on 02-25-2012 11:44 PM
Hey,
So my last environment got deleted by UDK after it decided to overwrite it with the new one, so I started a new environment. I am planning on having a few rooms in this along with some hallways (Lab, Specimen , apartment rooms) and this is what I have so far:
A few of those rooms have the same panels and floors for now, but I will get to making new variations of them and different colors.
Thanks for checking the thread out and I look forward to some suggestions and crits 
Last edited by aajohnny; 02-28-2012 at 11:48 PM..
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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Sucks that you lost your work...I hate when that happens.
Looking pretty nice so far. I know your just starting, so you may not have gotten this far yet, but those areas could really use some props to fill the space a bit..some benches, boxes, or something.
Not sure what kind of style you are going for, but I think that the floors and walls just look too clean. Maybe just a few small scratches and such to break up the spec/reflections could help.
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, dedicated polycounter,
1,414 Posts,
Join Date Feb 2010,
Location Champaign, IL USA
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I know whats it like to lose work, always hurts.
Only real thing I can crit so far is at least in the last image the ceiling seems a bit low making it feel a bit squished. IT could be the angle though.
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, polycounter,
875 Posts,
Join Date May 2011,
Location Fort Wayne, IN
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Quote:
Originally Posted by biofrost
I know whats it like to lose work, always hurts.
Only real thing I can crit so far is at least in the last image the ceiling seems a bit low making it feel a bit squished. IT could be the angle though.
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Have a feeling the massive floor tiles might be contributing to this?
The bevels look like you could twist an ankle if you didn't watch your step.
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, spline,
222 Posts,
Join Date Feb 2005,
Location My chair
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Digging! One thing that's killing the scale a bit for me is that the floor tiles look huge compared to the rest of the environment. I would try to make them 50% smaller and also make the bevels thinner. You can counter the repetitiveness that will cause by either vertex coloring some panels or by using a big tiling overlay texture on top of it.
Last edited by Minos; 02-26-2012 at 01:16 AM..
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, polygon,
693 Posts,
Join Date May 2007,
Location Sao Paulo
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I agree with others about the scale looking off because of the big floor and ceiling tiles. I really like your lighting though, esp with the green tint :]
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, dedicated polycounter,
1,674 Posts,
Join Date Nov 2010,
Location Orange County, CA
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Thanks everyone!
@ gsokol : I am going to add some vertex painting to make it look more worn out, and I am on the prop stage now so I am filling it up with props  thanks for the suggestions!
@biofrost : Yeah it may be the angle, but either way I am probably changing everything in that room whats in there is just a placeholder for now, i'll be sure to make higher ceilings for that room.
@ pseudoBug: I agree with you, the bevels are very dangerous haha, I took some out and made it more flat like a floor normal should be ha.
@ Minos: Thanks man! When I was making it I was kind of not sure about the scaling either, it was odd, thanks for pointing that out as well, and vertex painting is coming soon
@ Jessica : Thanks  It used to be really blue, but I decided to experiment and get some different colors in there.
Updated floor tile size (hopefully its better)
Ignore that red streak at the bottom right :p
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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Much better. Amazing what scale can do.
I still think you could dial the bevels down a couple more notches. If this is a lab, they're going to be wheeling devices and sensitive equipment and trays and stuff around, and aren't going to want a bunch of wide cracks to catch things on.
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, spline,
222 Posts,
Join Date Feb 2005,
Location My chair
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Yeah totally, thanks.
I added a few props to the scene here they are:
Surveillance:
Computer:
and in scene (sorry if its a bit blurry)

Last edited by aajohnny; 02-26-2012 at 06:49 PM..
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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Those props are pure sex
Subbed!
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, spline,
139 Posts,
Join Date May 2011,
Location Salt Lake City, Utah
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Try putting some yellow or red details on the wall. It would work with the Blue lighting on the walls. Give some indication as to what kind of lab it is. Some sort of reflection on the floor would be good.
Sean
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, vertex,
38 Posts,
Join Date Oct 2009,
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Hehe. . .neat props.
Just noticed your light shafts are yellow, but the light flare is blue. Whattup wit dat?
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, spline,
222 Posts,
Join Date Feb 2005,
Location My chair
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These are looking great!
Quote:
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The bevels look like you could twist an ankle if you didn't watch your step.
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I agree. Floors tend to be as smooth as possible. and any seams or tiles are very very small. Once tiles get to a certain size normally 6 inches or larger they are defined by color (think large checker pattern) but not really by depth.
You might want to carve out a strip in the center that is smoother or some details that tile in the direction of the hallway that give hints to tracks or some smooth way of moving things around, but keep the utilitarian panels on the side. I imagine rolling a cart down that hallway and how annoying and potentially hazardous it would be "bump, bump, bump..." even with the toned down bevels.
Last edited by Mark Dygert; 02-27-2012 at 09:30 AM..
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, Polycount.com Editor,
13,966 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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@ Tokoya: Thanks !
@ sean_rodrigues: That's a good idea, i'll see what I can do. I'm working on the dx11 imaged based reflections for the floors, so hopefully it improves soon.
@ psuedoBug: Thank you, and I agree haha, idk what happened, I think I forgot to change the color when I tweaked the colors a bit. I gotta change that asap :p
@ Mark: Thanks man! I am really tempted to redo the floors completely. Do you recommend just a new floor or just some fixing?
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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New floor!
I thing the scene and yourself will benefit greatly by rethinking and redoing that floor.
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, spline,
222 Posts,
Join Date Feb 2005,
Location My chair
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New Floor incoming:
More props now!
Last edited by aajohnny; 02-27-2012 at 02:41 PM..
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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really nice work, I would suggest to lift the sealing a bit higher, it looks a bit like its lower then a human hight, but of course if its to late it still looks awsome, maybe add some assets that would indicate a scale of the room so you can feel the actual hight.
but overall really nice work
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, vertex,
35 Posts,
Join Date Sep 2011,
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Thanks lordsarum, I just raised the ceiling along with adding some more support. I added a texture to the lights and I changed the greenish tint to the light color

Last edited by aajohnny; 02-27-2012 at 10:42 PM..
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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Another update:
New
- Added light beams from the smaller lights
- Made both the floors and the walls dirty
- Made new floors and walls for Room 01
To-Do
- Make a prop list
- Raise the ceiling for Room 01
- Add more props to the Hallway
I hope to here some suggestions and critiques, thanks for all t he help you guys have been giving me already 
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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DELETED POST (same as the 2nd one).
Last edited by Lephenix; 02-29-2012 at 03:46 PM..
Reason: I want to delete it.
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, spline,
167 Posts,
Join Date Feb 2012,
Location France
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I thought the last lighting was looking better, but that's probably because the walls and the floors are dirty. Looking forward to see your props. I love that Science fiction style.
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, spline,
167 Posts,
Join Date Feb 2012,
Location France
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Been a little bit, and thanks for the Feedback Lephenix.
I am starting to work on the Autopsy Room, still a lot to do but this is what I have so far:

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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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Another update:
I am trying to fill this room in with some props now, well the whole environment now, but there is a lot more to do.
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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Okay its been a few weeks since I last updated so I am going to post some changes and additions
Props:
The Environment:
and
Now the blood is there for a reason . There will be some radioactive and interesting things on the table... I have yet to put them on there yet but there is a purpose  A lot to be done on this though.
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, polycounter,
1,165 Posts,
Join Date Jul 2010,
Location United States
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I don't think the cloths work - they're too uniform, flat, and you can tell they're the same mesh duplicated over and over again. Have you tried using the cloth modifier in UDK?
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, spline,
170 Posts,
Join Date Aug 2011,
Location UK
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