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space corridor

  • Pomperi
  • March 5, 2011 at 8:57 PM
  • Pomperi
    • March 5, 2011 at 8:57 PM
    • #1

    Wanted to do something I haven't done in a long time, a classic space corridor : D

    Spent around two weeks on this so far, so there are still lots of work left and lots of bits need texturing etc.

    [Blocked Image: http://i.imgur.com/alfdT.jpg]

    [Blocked Image: http://i.imgur.com/msVXw.jpg]

    [Blocked Image: http://i.imgur.com/IbY7U.jpg]

    So far I've found it very stimulating doing some good ol' gritty stuff and not just funny looking cat statues. Would love to have you guys' feedback on this

  • Schmung
    • March 5, 2011 at 11:01 PM
    • #2

    I am getting something on an Alien vibe off of this. thing. Looks great. Think adding some splodges of colour with the pipes (be it adding identification colour bands to each pipe or actually colouring the things themselves) and maybe doing something with the walkways as well.Give it a sort of Mirrors Edge in space vibe with splashes of colour delineating pathways etc. Locing the lighting and softish padded ceiling.

  • Vilham
    • March 6, 2011 at 1:05 AM
    • #3

    get back to work Pontus! seems like all the Frontier artists are doing some gritty stuff to contrast everything they are doing at work.

    As far as the scene, looks good but needs a tiny amount of specular on the metal, it looks a bit like matte plastic. Im actually working on some nice clean models like that too.

  • dux
    • March 6, 2011 at 1:06 AM
    • #4

    Nice corridor man reminds me of a corridor

  • Sentura
    • March 6, 2011 at 3:24 AM
    • #5
    Quote from dux

    Nice corridor man reminds me of a corridor

    truly, this is the corridor all corridors should aspire to be

    Images

    • StartingArea.webp
      • 150.92 kB
      • 1,440 × 870
  • Skjalg
    • March 6, 2011 at 8:52 AM
    • #6

    Refreshing to see a space scene without the blue/red/bright orange lights.

    Makes it more plausible in a way

  • Pomperi
    • March 6, 2011 at 10:44 AM
    • #7
    Quote from dux

    Nice corridor man reminds me of a corridor

    LOL

    Quote from Vilham

    get back to work Pontus! seems like all the Frontier artists are doing some gritty stuff to contrast everything they are doing at work. As far as the scene, looks good but needs a tiny amount of specular on the metal, it looks a bit like matte plastic. Im actually working on some nice clean models like that too.

    There's only so much cuteness a human can take. None of the materials have any spec maps yet, want to get a bulk of assets in before I start polishing the whole thing.

    Thanks for the feedback everyone, I really appreciate it

  • Jenn0_Bing
    • March 6, 2011 at 11:20 AM
    • #8

    This looks really cool, quite a refreshing approach to the sci-fi corridor cliché.

    I think it would be cool to have some stuff that denoted a purpose for this corridor, such as signage or labels on the pipes to explain their contents.

  • ShadoW_
    • March 6, 2011 at 2:58 PM
    • #9

    First shot looks really cool already. Nice design and color scheme.

  • Pomperi
    • March 6, 2011 at 5:15 PM
    • #10

    That's a very good point Jenn0, cheers for that

    Small update on this, got some more diffuse texture work done

    [Blocked Image: http://i.imgur.com/JD5qP.jpg]

    [Blocked Image: http://i.imgur.com/Rmyus.jpg]

    Been trying to get the light looking more interesting, but for some reason it looks worse for every change I make This is the new approach i tried, but to be honest i'm not really happy with it. It does give the scene a bit more of a focus point though when highlighting the yellow machinery bit... hmm...

    [Blocked Image: http://i.imgur.com/UWu6Q.jpg]

  • deceiver
    • March 6, 2011 at 9:44 PM
    • #11

    Looking real nice so far, loving the texture work. Maybe inject a bit more different colored pieces? Very gray at the moment.

    Is it in UDK?

  • Mr. Happy
    • March 7, 2011 at 6:52 AM
    • #12

    I would say that some grating to create layers/parallax might be nice?

  • Pomperi
    • March 8, 2011 at 12:50 AM
    • #13

    Cheers guys Gonna try to incorporate more color in the scene, just don't want to add details that'll make it too busy. I've been thinking about getting some paralaxing details in there, just want to avoid too much grating as it's somewhat a typical sci-fi cliché . Maybe I could replace some of the floors next to the walkway with some good ol' grating.

    Got some progress on this:

    [Blocked Image: http://i.imgur.com/QqENh.jpg]

    New lighting and some new pipes

    [Blocked Image: http://i.imgur.com/0JtRy.jpg]

    [Blocked Image: http://i.imgur.com/guW38.jpg]

    And two of the pipe materials that i've set up with spec etc. Will probably do the same to the panels tomorrow.

    Oh, yeah I forgot to mention it earlier, but you're right deceiver, it's the UDK

  • jaboo224
    • March 8, 2011 at 1:34 AM
    • #14

    If you really want to do something new in terms of sci fi interiors i would suggest adding water. I havent seen this at all except for small small areas in mass effect. I really find this lacking in most sci fi areas.

    Maybe try adding a industrial like console such as this:

    [Blocked Image: http://www.sarasae.com/images/maniforlpic3.jpg]

    As well i find that random pipes dont make that much sense unless they actually have valves so perhaps you could add some valves to break up the linearity

    [Blocked Image: http://www.sarasae.com/images/maniforlpic1.jpg]

    Looks amazing tho, the center pipe definitely looks 10x better in the latest screenshots. Badass work as always pomp

  • Pomperi
    • March 8, 2011 at 10:24 AM
    • #15

    That's cool jaboo, I'm totally getting one of them panels. I also intend to make the yellow blob in the middle into a more industrial piece, like a turbine or something like that.

    cheers mate

  • jaboo224
    • March 8, 2011 at 5:35 PM
    • #16

    If you want great industrial reference's for piping systems look up Oilfield Manifolds in google, i used to assemble these and i feel most env artists miss out on alot of detail for piping systems such as not putting hammer unions.

    [Blocked Image: http://www.weiroilandgas.com/images/hammer%20unions.jpg]

    As well you could put some nice ball valves on pipes to add colour and a unique look

    http://oilfieldballvalves.com/

  • Insane
    • March 9, 2011 at 2:03 PM
    • #17

    I actually really liked the lighting in the first image. It worked well with your colour scheme and it was something a little different from your usual gritty sci-fi lighting. If you combine that with jaboo's suggestion of some water, I think this could look really cool.

  • PogoP
    • March 9, 2011 at 3:32 PM
    • #18

    Nice work Pomperi, awesome scene!

    How are you avoiding lighting issues across your static meshes? Specifically, I mean on the metal walkways; in your lit shots there is no visible seam. Whenever I join models together like that, I get seams!

  • Pomperi
    • March 10, 2011 at 2:06 PM
    • #19

    jaboo: Haha you sure know your pipes thanks for the refs

    Insane: I kinda like some parts of that lighting as well, it's just a mess trying to combine a nice high radiosity look some nice deep shadows, to get a nice sense of volume for the bigger objects. Will keep pushing the lighting til I'm pleased though. Did a new light test last night, not sure if it's in the right direction or not:

    [Blocked Image: http://i.imgur.com/oiIlN.jpg]

    PogoP: Well, short answer is I don't still have some nasty seams to get rid of, but in general, the more space you give your lightmap uvs and depending on the lightmap resolution for the mesh, the better result you get. Tiling the textures and having enough padding for your textures (or simply turning of your mipmaps if you're feeling dirty) can also help, depending on what kind of seam it is you're getting.

  • Minos
    • March 10, 2011 at 10:34 PM
    • #20

    Looking fantastic already. I'm having a hard time figuring out what kind of material the walls are made of though. Not sure whether it's concrete or metal. I think you could really bring this scene to life if you use a complimentary blue here and there (on textures I mean, not on lighting). I know blue/orange combination has been done to death but you could try and see if it works.

    A few monitors emitting subtle blue or green lights here and there would also look cool imo, this kind of stuff will really make the silhouette of the pipes much better.

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