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Posted

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.

hammer%20unions.jpg

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

http://oilfieldballvalves.com/

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Posted

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.

Posted

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!

Posted

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:

oiIlN.jpg

PogoP: Well, short answer is I don't :P 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.

Posted

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.

Posted

I really like this lighting pass pomp! I love how bright it is. Its almost like mirrors edge without being it which is awesome! I say keep it bright and go with your current style as its doing really well! Love the soft look of the walls and the hard realistic reflections on the center pipes, truly eye grabbing!

edit: Maybe instead of adding blue to walls or something using textures, try adding blue with a very diffuse light that would make the environment look colder, I think it would be a nice touch if you could make it seem somewhat cold as if these were holding co2 or something :}!

pomp.th.jpg

Posted

Mino: I agree about the materials. Seems like you're not the only one who think they look like concrete :P They are actually quite shiny with a high gloss and spec, but you can't really tell, especially with the bent walls as you never get a good viewing angle to catch the spec. Might also be the diffuse texture that's too noisy. Gonna see if I can get the materials right and will try to get a few monitors in there. Cheers dude

jaboo: Thanks man! Not 100% about the blue light. It gives a nice contrast, but it kind of gives the impression of being outdoors skylight caused by the atmosphere, which is a bit since it's in space and there are no windows.

ShadoW_: Cheers dude :)

JeanPaul: Hehe, I tried it out but I couldn't make it look right. Maybe I'm doing it wrong :derp:

Term!nator525: lol, you're not making it easy it for me

Some tiny progress on this:

1xBgk.jpg

Just dumped the highpoly of this turbine thing I'm working on into UDK. Unwrapping the lowpoly and tweaking the lighting again at the moment.

Posted

jaboo: Thanks man! Not 100% about the blue light. It gives a nice contrast, but it kind of gives the impression of being outdoors skylight caused by the atmosphere, which is a bit since it's in space and there are no windows.

I don't get the outdoors vibe at all from the picture he posted. I get the "where is the Xenomorph that wants to eat my face hiding?" vibe from it. :oops:

  • 4 months later...
Posted

Haven't posted any updates on this for quite a while, but I'm still working on it. Been redoing the turbine thing in the middle to make it a bit more interesting with finer details than the previous one. I've also started a highpoly for a monitor.

1z3dv.jpg

3sZWm.jpg

h9BRf.jpg

Done some more changes to the lighting and the materials as well:

IUGhF.jpg

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