Filipe Goncalves Posted May 16, 2017 Report Posted May 16, 2017 Interior environment Most of the assets come from "The Corridor" tutorial (worldofleveldesign.com). The remaining ones were modeled in Maya and textured in Photoshop and nDo. This environment is still WIP and what is shown here was made in 3 days, so still lots of work to do. I plan to change the trees, plantas, probably the floor material, surrounding buildings. I also want to make a city which would be visible throught the windows, partially hidden by fog. I'll play with the light (4.16 volumetric light, I want to try it), add some particles. The empty space in front of the elevators will be filled with reception desks and some info signs. This is part of a research facility in a near future (not very futuristic at the moment ) building in a semi-decadent atmosphere. I don't want it to be trashed or abandoned, just a bit neglected and in need of maintenance. Suggestions, comments ? Thanks. Fnugz, TheOnlyDoubleF, Vilham and 14 others 17 Quote
FMPONE Posted May 16, 2017 Report Posted May 16, 2017 Looks pretty cool. Definitely like the last shot the best, it has more colors. Radu 1 Quote
BJA Posted May 16, 2017 Report Posted May 16, 2017 Great work so far, the last shot has some cool lighting. As you already said it's not really looking too futuristic right now, which is not a big deal, imo. You could push it a bit by adding monitors, holograms or whatsoever. My only complaint would be that everything is pretty boxy. Office environments often tend to end up that way it seems. Especially when looking at the first three screenshots. Windows, doors, planters, lamps, floor tiles, vents, benches...they all have the same shapes. The foliage breaks it up a bit which is nice. Quote
2d-chris Posted May 16, 2017 Report Posted May 16, 2017 I really like the concrete walls, might want to experiment with adding more for a more unified interior design. TheOnlyDoubleF, blackdog and Squad 3 Quote
Filipe Goncalves Posted May 16, 2017 Author Report Posted May 16, 2017 2 hours ago, FMPONE said: Looks pretty cool. Definitely like the last shot the best, it has more colors. Thanks, glad you like it. 1 hour ago, BJA said: Great work so far, the last shot has some cool lighting. As you already said it's not really looking too futuristic right now, which is not a big deal, imo. You could push it a bit by adding monitors, holograms or whatsoever. My only complaint would be that everything is pretty boxy. Office environments often tend to end up that way it seems. Especially when looking at the first three screenshots. Windows, doors, planters, lamps, floor tiles, vents, benches...they all have the same shapes. The foliage breaks it up a bit which is nice. I agree, it's too boxy. I'll try to break it up. There will be rounded shaped reception desks and I'll probably change the big pots into something else. 3 minutes ago, 2d-chris said: I really like the concrete walls, might want to experiment with adding more for a more unified interior design. I'm not sure what you mean by adding more. You mean more concrete elements, like the floor, reception desks, etc.? Quote
2d-chris Posted May 17, 2017 Report Posted May 17, 2017 Yeah perhaps, worth seeing if changing the floor tiles to something else would improve it, they feel a bit like kitchen floor tiles to me. Even wood might work better. Concrete can be awesome, I remember Novaria in Mass Effect had a kick ass commercial industrial concrete style. I guess this all depends how far down the arty direction you want to go. One thing is for sure, concrete rocks in the right hands. If your goal is to have it not look well maintained, the plants needs to be dead or getting close to it, any well maintained plants go against the feeling of neglect. Opening up a few of the ceiling tiles and having some cables dropping out is a classic way to make it look a bit messed up. Could also try cracking a floor tile or two nearer the walls, or even remove one and have a replacement put in that doesn't match the color perfectly. An out of order vending machine comes to mind also. The devils in the details, but they matter if your trying to tell a story in a small scene like this. Filipe Goncalves and blackdog 2 Quote
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