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Old Washroom Scene [wip]

  • General Vivi
  • September 3, 2008 at 9:27 AM
  • General Vivi
    • September 3, 2008 at 9:27 AM
    • #1

    This scene is a semi old one that I decided to dig up to better hone my scene development skills. Blue/white brick texture was made by PhilE from interlopers.net , and roof ac unit was made by bitmap , all other custom models / textures were made by me.

    This is still wip and will hopefully be finished soon! I will be working on it back and forth with my current portal map.

    Starters!

    Dev blocking in for ruff game play ideas

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_level40003.jpg]

    Quick texture test to get a feeling for the scene

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass0006.jpg]

    Another quick pass for temp lighting

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass30003.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass30001.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass30006.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass30008.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass30009.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass30011.jpg]

    Big change in layout of the interior proved to be a good decision and helped bring out the theme for the building.

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass3001-1.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass30023.jpg]

    Quick template brush stuff

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_brushwork_artpass30027.jpg]

    Now start applying it to the exterior of the building

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0000.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0001.jpg]

    After that quick compile test I continued the look

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0003.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0008.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0011.jpg]

    More to come soon! Still needs a lot of work! Hopefully this is a step in the right direction ^^!

  • Jenn0_Bing
    • September 3, 2008 at 9:53 AM
    • #2

    I love the look of that building exterior the warm colours look really good. The interior also looks really strong, makes me want to hurry up with the scene ive been working on on and off recently .

  • Psy
    • September 3, 2008 at 9:56 AM
    • #3

    I remember that floor texture with the cables running across from Hard Rain.

  • Minos
    • September 3, 2008 at 5:04 PM
    • #4

    Looking kickass so far vivi, I love the outside architecture.

  • General Vivi
    • September 4, 2008 at 7:48 AM
    • #5

    A quick texture from cgtextures.com adds a nice path to the middle of my scene.

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_streetfloor.jpg]

    More details!

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0024.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0026.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0030.jpg]

    I think I might make this a playable walk through scene with small interactions..... might be nice...

  • Freak
    • September 4, 2008 at 8:39 AM
    • #6

    really awesome till now!

  • Buddy
    • September 4, 2008 at 8:45 AM
    • #7

    Those are some giant lamps out there!

  • Sentura
    • September 4, 2008 at 3:36 PM
    • #8

    reminds me of fallout! always a good thing, if you ask me

  • General Vivi
    • September 4, 2008 at 4:51 PM
    • #9
    Quote from Freak

    really awesome till now!

    care to elaborate? !

    I'm always down for good crits.

    I will be eventually switching out the plants and the lamps.

  • -HP-
    • September 4, 2008 at 4:58 PM
    • #10

    Damn great!

    One of those interiors gave me a feeling of Resident Evil 4!

    Keep up dude.

  • Zeta
    • September 4, 2008 at 9:35 PM
    • #11

    loving the outside sir

  • Seldoon182
    • September 4, 2008 at 9:53 PM
    • #12

    As always I'm still speechless behind your skill Mister Vivi!

    I would suggest you to try a render of this scene at night to get a better felling of the fact that this washroom is old and abandoned. I would also suggest you to create a contrast between the old washroom setting here and present buildings:

    - I think that it would be interesting to feel and see that this building is going to be destroy by adding small details in the 3d skybox such as a crane or whatever...

    If I were you I would try to set that building in town in a wasted ground which waiting to be replaced by a new building. I would add a advertising which explain that that domain has been sold and add a crane behind the washroom. I won't make you a sketch, I dunno want to influence your job, you got just my felling compared to your work.

    Cheer and keep it up!

  • dux
    • September 4, 2008 at 9:55 PM
    • #13
    Quote from Buddy

    Those are some giant lamps out there!

    Yeah they are huge. I think they should be reduced in scale slightly.

  • General Vivi
    • September 5, 2008 at 3:50 AM
    • #14

    Another update! I'm trying to powerhouse through this ^^ !

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/dusty_town_blueprints.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0017.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0023.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0019.jpg]

    here is my layout and the idea is to make this a small interactive slice of a city. Not sure exactly how just yet but the pieces are falling into place slowly !

  • m8nkey
    • September 5, 2008 at 5:34 AM
    • #15

    Nice looking stuff Vivi. I'd suggest using overlays to create patches of light on the floor to correspond with the windows. Here's a screenshot from cs_assault of what I'm trying to explain http://%7Boption%7D[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/cs_assault0000.jpg]

    Just create a material with an alpha map gradiant to express the light falloff.

    Here's a VMT template I use to create such overlays.

    UnlitGeneric

    {

    "$basetexture" "directory/VTFname"

    "$additive" "1"

    "$decal" "1"

    "$decalscale" "0.250"

    }

    Quote from generalvivi

    here is my layout and the idea is to make this a small interactive slice of a city. Not sure exactly how just yet but the pieces are falling into place slowly !

    You could release it for Gary's mod. The depth of field post processing in Gary's Mod is really effective for screenshots.

    Last thing I'd suggest is modeling the building windows. I think you can afford the extra polygons.

  • D3ads
    • September 5, 2008 at 9:44 PM
    • #16

    Excellent work Vivi, as usual! Can't wait to see this finished

    Quote from m8nkey

    Nice looking stuff Vivi. I'd suggest using overlays to create patches of light on the floor to correspond with the windows. Here's a screenshot from cs_assault of what I'm trying to explain http://%7Boption%7D[Blocked Image: http://i173.photobucket.com/albums/w57/m8n…assault0000.jpg]

    That looks absolutely horrible... :X

  • General Vivi
    • September 6, 2008 at 12:12 PM
    • #17

    Did a bit of work on the front area before heading off to bed. Still needs more work! ^^ (and tbh I think this would make a really fun 1 v 1 map or 2 v 2 in css )

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0032.jpg]

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0037.jpg]

    added in a small tv to give off some blue light ... sadly you can't really see it in this shot but i'll get a better one next time.

    [Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hr_fallout_washroom0038.jpg]

  • ⌐■_■
    • September 6, 2008 at 12:29 PM
    • #18

    ace man..

  • dux
    • September 6, 2008 at 12:33 PM
    • #19

    The lamps still look just plain wrong to me.

  • Erratic
    • September 7, 2008 at 3:43 AM
    • #20

    The scene completely fails...as a washroom.

    Though I do agree about the lamps, they're just really large and really low poly. I think a smaller lamp would work better and fit with how the rest of the scene is finely detailed.

    Otherwise, can't wait to see where it goes, looking good.

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