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Posted

I spent some time working on classic S-F space corridor. Inspiration comes from old movies like Alien, or other games. It's pretty much freestyle work, no real planning or goal up to now.

udk_corridor_02_01.jpg

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Posted

Thats pretty awesome dude!

I like the curvey asymmetric parts.

I think that the fog is too intense. What is it anyway? Space structures should have an oxygen/nitrogen atmosphere unless its for aliens.

In the places where you have the arches set at 90deg to each other it kind of looks like a face, you should put a bolt there for the nose :)

Also you might want a few more blue accents, and I think the blue could be more striking/electric.

  • 2 weeks later...
Posted

I didn't think too much if it's for humanoids or aliens while making it tbh :). But yeah, it's probably looking more like spaceship from (and for) Alien then human environment.

Lol at that 'face' impression :P.

Posted

That's looking pretty sweet! Definitely has a nice predatory/hostile alien feel to it with an oppressive/unsettling atmosphere. :)

There is one thing I would recommend looking at here:

udk_corridor_02_04.jpg

The curved supports really clash with the flat wall and ceiling and the sharp angular way they intersect. It would look more natural if the ceiling followed a similar curve to meet the wall that then flattens out to the angle it is currently at.

The reddish-brown fog doesn't fit since that color draws to feelings of pollution or rust in an industrial environment (in my mind anyways), but there are no noxious gases being vented, and there's no oxidation on any of the metallic surfaces.

Posted

Like it, just don't like the orangish fog, hmm, i know that bluish + s/f corridor are used too much, but still that orange doesn't fit for me there

Posted

cool - my crit are all with lighting and fog, lighting should have much more contrast between illuminated cones/spotlights and unlit areas, would be better to make the fog less thick and also like evert said add some particles or something else to make the air feel warms and humid (i guess thats wot you want if its orange) light shafts are also a nice way to do this

Posted

Hey guys, thanks for the reply. I've reduced the fog intensity, now it has a lot less impact on the scene I think. There are some global postprocess effects like DOF or bloom, and lighting is tweaked a little. On the screenshots you can see fog particles and ventilation meshes which also makes the corridor segments look less square and blocky. I will probably try to tweak the ventilation more (since now it has that green thing coming out from it :)), and also I want to add more details there, like wires hanging from the ceiling, or some organic parts. Just want to precise the general mood of the environment first.

Edit: I've just noticed that after resizing the screenshot from the original size (2880 x 1800) some parts of it looks like they are almost black, while they are pretty fine in game (they are dark, but you can still see the geometry). Hmmm...

udk_corridor_03_01.jpg

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