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Factory Rooms

  • Synthesizer
  • April 16, 2007 at 8:45 AM
  • Synthesizer
    • April 16, 2007 at 8:45 AM
    • #1

    This is a project that I made for my portfolio. Everything in here is a custom asset. I started working on it in November last year, and finished it around the end of January. It's for the Source engine, using HDR. I had originally planned to make an entire map, but as it was taking so long, I decided to stick to just two rooms and polish those as best I could. This piece got me several job offers, and one of them I took, my first job in the games industry Check here for a walkthrough video of it: http://%7boption%7d

    [Blocked Image: http://img99.imageshack.us/img99/5917/gamefactorygu1.jpg]

    [Blocked Image: http://img99.imageshack.us/img99/2425/stairwayca7.th.jpg][Blocked Image: http://img228.imageshack.us/img228/5562/windows1cn5.th.jpg][Blocked Image: http://img136.imageshack.us/img136/3513/office1kc9.th.jpg]

    [Blocked Image: http://img228.imageshack.us/img228/1908/room2windowscs3.th.jpg][Blocked Image: http://img228.imageshack.us/img228/3706/room2storagebj6.th.jpg]

  • insta
    • April 16, 2007 at 9:45 AM
    • #2

    Very nice, can't go wrong with godrays

  • Zacker
    • April 16, 2007 at 9:51 AM
    • #3

    I really like it, as Insta says then lightrays are always a sure win:) Only issue I see is the blue and the red prop textures, they don't fit in well with the grey/brown desatured look you got going.

  • Bic-B@ll
    • April 16, 2007 at 10:27 AM
    • #4

    nice, though it lacks some purpose. get some machinery in there, or something. if you;re going to make custom assets, make them really custom and have a specific place in the environment.

  • ifO
    • April 16, 2007 at 10:52 AM
    • #5

    It's freakin beautiful. You can tell moreso in the video that the texture quality is exceptional and very consistent to the extent it actually feels like another engine. It has that stalker-like grittiness but it's not overdone like in some games. The hdr lighting is nailed so well too.

    Bic, he said it's finished.

  • Psy
    • April 16, 2007 at 10:55 AM
    • #6

  • skdr
    • April 16, 2007 at 11:25 AM
    • #7

    Saw this at CGTalk while ago. Very nice work

  • JamesL
    • April 16, 2007 at 11:26 AM
    • #8

    Hurrah, someone give that man a job.

    Oh hang on ....

  • Evert
    • April 16, 2007 at 12:13 PM
    • #9

    Still awesome..

  • RA7
    • April 16, 2007 at 3:09 PM
    • #10

    Nice indeed.

  • Gorion
    • April 16, 2007 at 3:46 PM
    • #11

    haha i showed it to some classmates, and they thought that those were real photos in the beginning

    i am impressed

  • Kakburk
    • April 16, 2007 at 4:18 PM
    • #12

    Looks awesome. Keep it up!

  • Sindwiller
    • April 16, 2007 at 4:30 PM
    • #13

    Pure impressionism... good luck with your job!

  • von*ferret
    • April 16, 2007 at 4:47 PM
    • #14

    hotness

  • Grinwhrl
    • April 16, 2007 at 4:54 PM
    • #15

    Hot - watch the video, very impressive stuff man.

  • AdamBrome
    • April 16, 2007 at 5:32 PM
    • #16

    Hey, this piece damn near solid!

    I've a few comments..

    First off the texturing is nice, but very noisy. It looks as though everything shared the same detail texture. I'm sure you didn't use a detail texture, but everything looks as though there is.

    Secondly, and probably more important than texture noise, is scale. Your scene has scale levels that are larger or smaller in some areas than in others. The paint can, for example, looks to be about the size of a keg. Same with the oil/gas container - they're huge. But then you look at the stool or the shelf and they're small.. almost scaled down in height but left 1:1 in width and length (re: scaled lower along the 'up' axis). I think another major factor in the scale looking off is the size of the windows compared to the rest of the room.

    Other than that this piece is really tight. Perhaps some smaller markings on the ground - like oil drops/gum/wrappers or something.

    Keep it up,

    -Adam

  • Dodger
    • April 16, 2007 at 9:16 PM
    • #17
    Quote from Kakburk

    Looks awesome. Keep it up!

  • Furyo
    • April 16, 2007 at 10:19 PM
    • #18

    That's very good work Welcome to the industry

  • ifO
    • April 16, 2007 at 11:50 PM
    • #19
    Quote from AdamBrome

    Secondly, and probably more important than texture noise, is scale. Your scene has scale levels that are larger or smaller in some areas than in others. The paint can, for example, looks to be about the size of a keg. Same with the oil/gas container - they're huge. But then you look at the stool or the shelf and they're small.. almost scaled down in height but left 1:1 in width and length (re: scaled lower along the 'up' axis). I think another major factor in the scale looking off is the size of the windows compared to the rest of the room.

    I don't want to argue but I totally disagree with all your points, lol

    Especially... the last comment about the windows. There is certainly no rule for how big windows should be in relation to roomsize, particularly in buildings like factories where the windows aren't usually the main light source.

  • General Vivi
    • April 17, 2007 at 2:15 AM
    • #20

    Glad to see you finally joined mapcore ^^ . As stated on cgtalk ... nice piece ^^

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