1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Factory Docking Platform

  • MNeMiC
  • September 4, 2007 at 8:21 AM
  • MNeMiC
    • September 4, 2007 at 8:21 AM
    • #1

    Factory Docking Platform

    Time to show everyone my big summer project. The goal was to create a "realistic" 3D-environment with ingame-graphics and render it in a game engine. The whole thing is rendered in Unreal Engine 3.0 without any touches afterwards.

    All pictures can also be viewed at my portfolio:

    http://www.henriklarsson.info/factoryDockingPlatform.html

    In-Game Screenshots

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory01.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory02.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory03.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory04.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory05.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory06.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory07.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory08.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory09.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory10.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory11.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory12.jpg]

    Alternate Renderings

    Lit, Unlit, Lighting Only and Wireframe

    #1

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory01.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory01Unlit.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory01Lighting.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory01Wire.jpg]

    #2

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory02.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory02Unlit.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory02Lighting.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory02Wire.jpg]

    #3

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory02.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory02Unlit.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory02Lighting.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory03Wire.jpg]

    #4

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory04.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory04Unlit.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory04Lighting.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory04Wire.jpg]

    Textures

    Some of the texture maps created for the project. In total there were about 90 textures used, though these includes color, specular and normalmaps.

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factoryTrainSideC.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryTrainRoofC.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryTrainDetailsC.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryBarrelMetalC.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factoryTrainSideN.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryTrainRoofN.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryTrainDetailsN.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryBarrelMetalS.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factoryConcretePillarC.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryMetalTrimC.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryMetalRailingC.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryMetalPillarC.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factoryConcretePillarS.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryMetalTrimS.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryMetalRailingS.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryStonesC.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factoryConcretePillarN.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryMetalTrimN.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryMetalRailingN.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factoryStonesN.jpg]

    Videos

    A flythrough of the scene directly screencapped from Unreal Engine 3.0, more versions of the video with different resolutions, quality and codecs can be found at the homepage.

    I recommend watching the video in a video player other than VLC since it darkens down the images in the video alot, which makes it hard to see.

    Right Mouse Button-click the videos and select Save Target As

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory1280x768X264HighRecommended.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory1280x768X264Medium.jpg]

    [Blocked Image: http://www.henriklarsson.info/thumbnails/factory1280x768XVidHighRecommended.jpg][Blocked Image: http://www.henriklarsson.info/thumbnails/factory1280x768XVidMedium.jpg]

    Thanks for taking your time and checking out my work.

    Pleaso don't quote the whole post, everyone's scrolling-finger will be sad!

  • Furyo
    • September 4, 2007 at 8:23 AM
    • #2

    Guys, hit the right click and save target as for the videos.

  • -HP-
    • September 4, 2007 at 10:12 AM
    • #3

    Nice stuff... Although, it looks a bit dark in the screenshots, maybe it would have been a good idea brighten it up with PS a bit?

    But I guess It's ok, since you posted those lit versions.

    I'm downloading the video atm!

    Btw, no one uses 56k anymore, so don't bother mention it!

  • JLea
    • September 4, 2007 at 11:27 AM
    • #4

    Ugh, I'm an idiot for asking this but how did you get the UE3?

  • Sindwiller
    • September 4, 2007 at 11:40 AM
    • #5
    Quote from JLea

    Ugh, I'm an idiot for asking this but how did you get the UE3?

    Roboblitz?

  • MNeMiC
    • September 4, 2007 at 11:46 AM
    • #6

    Sorry but can't tell, just hang on a couple of months more! It'll be awesome =)

    Also, is there anyone here that has some ideas on why I'm not getting any shadows on my stuff when I'm compiling the map? All objects are static meshes and I'd like them to cast a shadow on the ground at least.

    There are no dynamic or animated objects or lights in the scene.

  • hessi
    • September 4, 2007 at 11:48 AM
    • #7

    i cant help it, but somehow i am NOT impressed. this looks like a scene you throw together within a week. comparing it to what people usually post in finished work gallery this is pretty much nothing.

    of course it doesnt look bad, but it doesnt look really good too. next time you should post into a wip thread and get feedback before you claim it final.

    for the future:

    - finish environments/levels

    - dont make them too dark

    - post your progress in WIP forums

    - spend more time on the level itself than on the thumbnails you post in the forums!

    greetings.

  • dux
    • September 4, 2007 at 12:08 PM
    • #8

    It's okay, but to me there isn't anything particularly eye catching about it. Just looks very plain and simple.

  • Defrag
    • September 4, 2007 at 12:09 PM
    • #9

    I agree with hessi. The actual level itself is fairly nondescript -- due to the lack of light I didn't even know it had a train in it until I looked at the unlit screenshots! In many screenshots the train carriage just looks like a slanted wall. Some of the pillar areas look quite nice, but it kinda looks a bit too clean, and some of the objects on the floor appear to be floating (no shadows doesn't help, but the floor is still really clean regardless). Maybe throw some decals around to add a bit of variety? I can't really get a good feel for what the area is meant to be, what it's used for, what kind of industry it plays host to etc.

    I'm not trying to be overly harsh btw! I just can't really deduce what's going on just by looking at the screens.

  • mjens
    • September 4, 2007 at 12:20 PM
    • #10

    Some mappers from this site can make more realistic scene in Source engine but still you make a lot of good work. It's very dark, ground is perfectly clean, ther is no special details... Wordk, work, work...

  • -HP-
    • September 4, 2007 at 12:29 PM
    • #11

    Well, I saw the video now...

    I can tell you invested alot of time on small details, small rocks, etc. I like this, beauty lies in small details, imho. But the main picture is no less important... you failed in recreating a realistic environment.

    But the biggest flaw of this scene, is specially the lighting, you could have achieve a much better result with this scene's lighting, played with fog, and so on and so forth... the scene just looks, too dark!

    What's that covering the moon? And why did you covered the moon in the first place?

    nevertheless, It's a good achievement, keep up!

  • MNeMiC
    • September 4, 2007 at 2:22 PM
    • #12

    Thanks everyone, really good critics, I'll do my best to explain some things.

    hessi:

    I agree with you, it really dosen't feel like there's anything special about the scene right now, this is probably because I set out with no planning on it kind of, my goal was just to make a scene and that's it. The problem here is that I started working on the props, like the rail and the train, instead of getting the base of the scene done better so I could make the details fit more into the scene. All in all I'd say it's like 1-2weeks work time spent on it, but all during evenings and weekends and such so it's a pretty "lazy" piece I'm afraid.

    Regarding the WIP, I'd say it's finished right now for my set goals, but it's not a finished masterpiece, I think I can get it quite a lot better. I just wanted to get it kind of "done" with so I can take some rest and do some other things for a while, my plan is to show it around to people and then further develop it on that feedback. Right now I hardly dare show any of the textures since they are really "cheap" and hastefully done and that's something that I don't wanna do. So when I'll be continuing on it, it's more like I'll be making version 2.0 or at least an update on it.

    When that time comes I'll be adding much more scene-related details since I now know how all the pieces are going to be together so I can fix all the flaws.

    Regarding to post a finished level or an environment, the thing is that I'm not setting out to make an entire level like this for my portfolio right now, rather a confined space.

    About the pictures being dark I have to ask a questions, because the problem - I now realize - might be that my monitor and the HDTV I tested the scene on is either very bright or has very f-ed up settings that makes everything appear much brighter. So the question is: Do you guys see the stars in the background on the normally rendered pictures?

    dux:

    (or anyone else for that matter)

    could someone suggest things that could make this scene more interesting? I was planning on having a crane that would be used to lift the objects from the trains to the docking platform, but the texture didn't turn out too well and I didn't want to spend forever on it so I decided to use it's silhouette instead, which is what you are seeing in the background in front of the moon.

    Defrag:

    I had some manually added decals created in Maya, but somehow the shading on these got really messed up and it didn't look anything like the desired result at all. I'm clueless on how to actually setup in-engine decals in UE3, does anyone have any ideas here? I haven't really looked it up yet though, that's something I will be doing when I'm updating the level though as it seems that the base platform (the big concrete thing), didn't get messed up, which is something that I totally overlooked when I was adding destructed details to the scene objects.

    [HP]

    The fog is something that I couldn't find either. Anyone have any suggestions? I tried looking in the Unreal Engine 2.x information databases but I only found a node that can't be added in UE3. Not in my version at least. I tried making the fog with alpha planes, but it - as well as the decals on the ground - didn't work out at all.

    About the moon again: I didn't really cover up the moon, I actually added the moon so I could show the crane up there. The thing it's standing on was actually supposed to be a hill, but someone said it looked like a big pile of junk on a junkyard, so I added some things there and tried making it look like the silhouette of a junkyard, I say "tried" since it obviously wasn't clear enough, I'm gonna have to fix that as well I guess.

    Thanks for the feedback once again, I really appreciate it and I'm gonna work on all aspects of it when I pick this scene up as soon as I've gotten some relaxing done (played through some new games, watched a few movies), hehehe.

    If a moderator agrees with hessi on the point of WIP/Finished Work, please move the topic to the WIP section, either one is fine with me.

    //Henrik

  • -HP-
    • September 4, 2007 at 3:22 PM
    • #13
    Quote from MNeMiC

    So the question is: Do you guys see the stars in the background on the normally rendered pictures?

    I didn't the first time, but now that you mentioned it, yeah there's stars on the skybox, but one can barely see them at first glance! :roll: I can hardly see them at all...

  • Skjalg
    • September 4, 2007 at 4:07 PM
    • #14

    This scene lacks awesome shadows

  • Steppenwolf
    • September 4, 2007 at 4:35 PM
    • #15

    - needs an eye catcher

    - needs an horizon. currently the scene seems to float in space

    - needs better brushwork. it looks not very realistic to me and its hard to tell what its supposed to be or what happend there (use ref pics for inspiration)

    - what is the stuff in front of the moon? seems very random

    - the floor looks extremely plain and boring. make a better texture for it and use some decals to add variation

  • Section_Ei8ht
    • September 4, 2007 at 4:54 PM
    • #16

    Pretty much what everyone else said. It's good, but its not great. Nothing about it screams UE3. It seems more UE2/Source-y.

    Keep it up, though. It's got definite potential.

  • zaphod
    • September 6, 2007 at 8:18 PM
    • #17

    it looks like you spent more time taking screenshots and making videos than creating a good looking environment. Here are some tips:

    Textures:

    Spend a lot more time on your textures. The colors are ugly and jarring, and do not mesh well together. The extreme grit and dirt overlays are a lazy shortcut to adding real detail and structure to your textures. Also overall your textures are too dark and saturated. Your entire texture set should be of a similar brightness/contrast level, allowing the lighting in the scene to affect them in a uniform fashion.

    Modeling:

    Spend more time looking at photo references, and building things based on real functional examples. Lots of stuff in your scene looks very thrown together and not very well thought out. I can recognize the train, and the platform - but they do not seem realistic because many of the details do not look functional and thought out.

    Lighting:

    check out the lighting challenge forums on cgtalk to see just how many ways you can attack scene lighting:

    http://forums.cgsociety.org/forumdisplay.php?f=185

    there needs to be a lot more depth in your lighting than just a blue ambient and some white spotlights. Toning down your textures will also allow you to better light your scene because you wont be trying to use lighting to compensate for the dark textures. The spot lights in your scene appear as just a round bright spot on a background of blue, which is not visually interesting. mattepainting.org is also a good place to find lighting inspiration:

    here are some nighttime lit scenes for reference. Notice the colors used in each. In each shot the lighting is highlighting certain shapes and faces of geometry that is creating a visually interesting shape against the dark background.

    http://mattepainting.org/plugins/p17_im ... es/644.jpg

    http://mattepainting.org/plugins/p17_im ... es/661.jpg

    http://mattepainting.org/plugins/p17_im ... es/634.jpg

    http://mattepainting.org/plugins/p17_im ... es/606.jpg

    http://mattepainting.org/plugins/p17_im ... es/581.jpg

    http://mattepainting.org/plugins/p17_im ... es/597.jpg

    http://mattepainting.org/plugins/p17_im ... es/598.jpg

    You obviously have the drive to become a better artist, and like presenting your work to others for critique, which is the most important quality an artist can have to hone their skills. Overall I would recommend you collect a lot of reference before starting to build the scene, and spend a lot more time thinking out the functional details.

  • Drevlin
    • October 20, 2007 at 11:12 AM
    • #18

    To answer your question about not getting any shadows when rebuilding (i dunno if thats been answered already but i dont have time to read trough everything right now and i figure its better to have two answers than none:))

    First off, make sure each mesh has a secondary uvchannel with no overlays, then make sure you set all meshes to use that secondary uvchannel for lightmaps in its properties and that you set the lightmap res in its properties. I was unable to make this work when using the Static mesh browser so i had to do it individually for all meshes in the scene.

    For a tutorial on this, hop on over to hourences site:

    http://www.hourences.com/book/tutorialsue3lightmap.htm

    Hope this helps.

    I would like to see more eyecatching stuff in this scene. Theres no drama going on.

  • Buddy
    • October 20, 2007 at 12:48 PM
    • #19

    It would look better rendered in X-Ray.

  • Algor
    • October 21, 2007 at 12:49 AM
    • #20

    If you've gone through all the effort of making so many screenshots and videos to show off this work, making real camera movements through matinee would have really made this more presentable.

    And 400something MB for a short movie seems really nuts. Are they compressed? Movie trailers (~2 minutes) running 720P are about 90-140MB.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. RebatesMe coupon Code World Cup 2026 [OO8EIX] $10 Off During Football Season

    Aruz722
    July 12, 2026 at 1:43 PM
  2. RebatesMe Sign-Up Bonus World Cup 2026 [OO8EIX] $5 Off For Cash Back Fast

    Aruz722
    July 12, 2026 at 1:41 PM
  3. RebatesMe coupon Code World Cup 2026 [OO8EIX] 5% coupon For Football Fans

    Aruz722
    July 12, 2026 at 1:40 PM
  4. RebatesMe Sign-Up Bonus Code [OO8EIX] Earn $10 For New Customers

    Aruz722
    July 12, 2026 at 1:38 PM
  5. RebatesMe Fashion Deals Earn $5 Cash Back [OO8EIX] On Skincare And Makeup

    Aruz722
    July 12, 2026 at 1:37 PM
  6. RebatesMe Electronics Deals Up To 15% Cash Back [OO8EIX] For New Users

    Aruz722
    July 12, 2026 at 1:35 PM
  7. RebatesMe Electronics Deals [OO8EIX] Up To 5% Cash Back For Smart Buyers

    Aruz722
    July 12, 2026 at 1:34 PM
  8. RebatesMe Fashion Deals [OO8EIX] $5 Cash Back On Skincare And Makeup

    Aruz722
    July 12, 2026 at 1:32 PM
  9. Insta360 Coupon Code July | [INRSGY42P4A] | 30% Off USA

    sampot1999
    July 12, 2026 at 1:19 PM
  10. Insta360 Coupon Code [INRSGY42P4A] – 20% Off USA July

    sampot1999
    July 12, 2026 at 1:18 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™