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Arbor Vitae - UDK Scene [WIP]


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Posted

I would say I'm not totally vibing on the traditional philK orange/blue or the seriously halo4 vibes in either shot. I don't think the right balance has been struck yet, personally. Mirrors edge didn't do sort of generic blorange too much, at least not in that sort of a straightforward manner, and I think the halo4 style of geometry is so hard to do without seeming cluttered and messy and reinforcing the lack of purpose. I think the answer really does go back to asking yourselves, "when people sit around and talk about this scene, what actually are they going to refer to this scene AS?" If you say "generic pretty sci-fi area" that impresses way less than "hi-tech laser drill in a mountainous area"... stating the obvious of course, but my point is really that this decision will aid you in your visual design which seems a tad discombobulated for my eyes.

Posted

Looking awesome, as we could expect from you guys :)

 

What have you got in mind for the exterior? I'm sure you have this planned already, but an emphasis on water would be good (O² + water = greenery, sort of :-D).

Posted (edited)

I would say I'm not totally vibing on the traditional philK orange/blue or the seriously halo4 vibes in either shot. I don't think the right balance has been struck yet, personally. Mirrors edge didn't do sort of generic blorange too much, at least not in that sort of a straightforward manner, and I think the halo4 style of geometry is so hard to do without seeming cluttered and messy and reinforcing the lack of purpose. I think the answer really does go back to asking yourselves, "when people sit around and talk about this scene, what actually are they going to refer to this scene AS?" If you say "generic pretty sci-fi area" that impresses way less than "hi-tech laser drill in a mountainous area"... stating the obvious of course, but my point is really that this decision will aid you in your visual design which seems a tad discombobulated for my eyes.

 

 

Thanks, that's some great feedback really! Definitely spawns some more ideas in my head for how to clarify some of this stuff :)

As for the orange, I think we'll need to iterate on color choices a bit, but I do think the orange specifically is getting pretty damn worn out (even if I do like the warmth of it).

 

I do think the work to the background will help this a bit, as you'll see the range of this facility and that it kinda creates greenery around the "pumps" in anotherwise dead desert landscape.

 

An idea we were talking about was to show that you're actually in one of these main "oxygen" spewer towers and you can see more ones in the distance just like the one you're in. If we manage to sell that it's just of course halfway there as it still remains to make some sense of the actual machinery, I think some effects together with some more relatable details on those will help as well.

Edited by PhilipK
Posted

Might be good to get some more unique floor pieces that flow together a bit better. In that second shot it's just a jumble of different techy sci-fi pieces. Maybe consider getting rid of the tiled one with the dark trim.

 

Also those 45 degree angled ceiling pieces in the second shot are crying out to just be one continuous molded piece of plastic rather than 2 individual panels.

 

Just my 2 cents, looking good so far! Got a nice style to it, looks a bit Borderlands esque.

Posted

How could I miss that thread?!?! :o

 

The directions looks very promising, keep up a good work! :)

 

How did you crafted the bending parts? It's a bended "cake slice" or it's a one giant mesh? There's a 45* degree wall on the back, it's still modular? I'm figuring the "organic, non-90 degree modularity" right now and I'm interested how you managed to do that...

Posted

How could I miss that thread?!?! :o

 

The directions looks very promising, keep up a good work! :)

 

How did you crafted the bending parts? It's a bended "cake slice" or it's a one giant mesh? There's a 45* degree wall on the back, it's still modular? I'm figuring the "organic, non-90 degree modularity" right now and I'm interested how you managed to do that...

 

Not sure if this is exactly what you're looking for, but would this help you?

Posted

 

How could I miss that thread?!?! :o

 

The directions looks very promising, keep up a good work! :)

 

How did you crafted the bending parts? It's a bended "cake slice" or it's a one giant mesh? There's a 45* degree wall on the back, it's still modular? I'm figuring the "organic, non-90 degree modularity" right now and I'm interested how you managed to do that...

 

Not sure if this is exactly what you're looking for, but would this help you?

 

 

You can also use "Thiago's Eye Snap ". I don't have problems with snaps and gird points hit. Technically I can do that but I want to see some "living" workflows, maybe I'll get some nice variations of methods...

Posted

@Pampers We just want to do something for the fun of it, we both love sci-fi so much, and there's not enough of it out there, and definitely not enough "vivid" sci-fi either! Also, I'm actually trying quite a bit new env art workflow techniques with this scene. The fact that we're working with only normal maps is one of them, it forced me to focus on shape first, only after I'm satisfied with the shape I'll focus on the dif/spec/gloss and tweak surface detail and material readability. (Add rubber, plastic, metal, chrome, and so on)

 

@Squad Pretty much, again I feel that's part of the decoration and less about the main vibe of the place. We're trying to pick our battles here but yeah, eventually we'll do a outside / veg pass as well. And I really wanna have some close vegetation near to the big glass as well. The green will help throwing a third main color to the scene. Speaking of glass, mmm, I wanna do some water dripping down the window as well and add a refraction effect. [takes notes]

 

@PogoP thanks dude! Yeah I was working on it when I went to bed last night, the floor is actually something I'm a little bit concerned right now. It's kinda hard to find the balance, I don't want it to look too noisy and squarish, which is exactly what is there right now. Will keep working on it, tkx for raising awareness man.

As for the plates, it actually doesn't bother me much, I think I'll wait until the texturing phase to make a decision on that.

 

@seir everything on the walls are "lego" pieces. All the pieces that I made are small assets like these.  They vary in sizes of course but they're ALL on the grid and they ALL fit to each other, so I keep a minimum grid size of 16. Then I just try out ideas in the editor and build the walls.

Problem with this is that it's very obvious the "modular look" of it, which is something I don't necessarly have a beef with, if they were ever to build a place like this they would need to be smart about it and build it modular as well. But there are ways to break it up, which is what I'm doing now, adding tubes, more trims, cables and lighting helps as well.

Now the middle central mesh, that's one mesh that PhilK did, it's the center piece so it requires a more organic look.

 

@KoKo5oVaR Cheers dude, I did that very quickly using "matte painting" techniques. Gathering machines and tech pieces from various photos and other concept art.

 

You guys are fucking amazing, love mapcore for critique! Keep em coming, you're really keeping us motivated.

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