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creatix
03-02-2006, 02:53 AM
Any suggestions, general comments or otherwise are appreciated.

The Setup:
Building a tech structure that would be an important building for a conglomerate of races known as Techs (my own game idea in the works). The building is an important structure (leadership - think the White House).

because of that it is raised off the ground for better defense. The green orb at the bottom is a beam me up type concept to allow entrance into the structure. The tentacle stringy things are just a touch to add something organic but also have a function. The Techs feed off of a certain energy that is in their atmosphere. Their main building uses these tentacles to continuously suck/eat at this energy which in turn powers and feeds their building.

Obviously no textures yet and I am only a few hours into the modeling.

Just looking for any inputs/ideas that may help make it cooler!

Also - I am not to worried about poly counts right now. I wanted to just create a piece without thinking about the poly count so much. I don't go ballistic but I mean I didn't want to worry about 6 sided cylinders and went for 20 sided ones just because.

heres the pics and Thanks!
http://www.inimageremodeling.com/imagedump/tech2d.jpg

http://www.inimageremodeling.com/imagedump/tech3d.jpg

http://www.inimageremodeling.com/imagedump/tech3d_wire.jpg

LaughingBun
03-02-2006, 03:57 AM
the poly count is pretty overboard. all the cylinders, spheres, and chains could be signiffigantly reduced... right now it really doesnt look like a low poly asset at all. Good luck with this though, Just remember to never use more polys than it takes to get a good shape, anything else just smooths the model which isnt necesary.

fx81
03-02-2006, 04:36 AM
nice start
besides what Laughing_bun has already mentioned, i think the scale of the chains is little too big and impractical compared to your humal scale reference.

Hourences
03-02-2006, 04:41 PM
Id invest a lot more detail and polycount in to the bottom of all the pillars as they are quite cubic and low poly right now. Players are going to get close by those parts (I assume) so you want something better than cubic shapes there

2019
03-02-2006, 06:03 PM
If the human is so small compared to the object then it kinda wierd impression.
it lacks the impression of big. There is so little detail that makes it look big and that chain rings are way too huge.
The concept painting looks much better then the model instead.

What are those spaggeti coming of the center box?

creatix
03-02-2006, 06:19 PM
here is an update.

I lowered the poly count on unnecessary stuff a lot by removing some spheres and used less detailed cylinders all around.

Will consider the other critiques - especially the detail parts at the feet/base of the supports.

Thanks!
http://www.inimageremodeling.com/imagedump/tech3d02.jpg

http://www.inimageremodeling.com/imagedump/tech3d_wire02.jpg

creatix
03-02-2006, 07:57 PM
An update on leg detail.


Thanks for the inputs!
http://www.inimageremodeling.com/imagedump/legdetail.jpg

Neil
03-02-2006, 08:25 PM
I don't care for the wires.
Smooth, wavy wires are hard to do in poly restrictive games. Notice how little of them you see. Unless it's something like HL where they make them pretty much straight and taught, like in telephone wiring. I would just make them much thicker and more tube like, sorta like Matrix.

feedbaz
03-02-2006, 10:37 PM
I don't care for the wires.
Smooth, wavy wires are hard to do in poly restrictive games.

And they look a bit like pubes :curious:.

But I do like the rest of it, and can see it going in an interesting direction. It does kinda look like a large robot rather than a walking castle though. How many people would be discussing the future of the tech people in there? how big would the debating chamber be?

creatix
03-02-2006, 11:02 PM
The tubes draw energy in from the outside. Thats what the 'pubes' were for.

But...per suggestion, I changed em a bit but still kept the idea overall.

How many can fit inside? Well with about 2-3 levels at least within I would say maybe 50ish?

Here is the small change.
http://www.inimageremodeling.com/imagedump/tech3d03.jpg

feedbaz
03-03-2006, 10:03 AM
I'm sorry I didn't mean to offend. Was just having a laugh. I think that having something on the end of the wires makes them more interesting. now they look a bit like the stamen from a flower, and this fits in with you explanation pretty well, that they somehow act like lungs drawing energy in from the outside. Maybe to take over the building you have to destroy them somehow........sorry I've been playing shadow of the collossus too much :)

Sqweebo
03-03-2006, 10:34 AM
I see alot of wasted polys,it can be cleaned up alot,in terms of asthetics it is very visually boring,alot of it seems to be primative shapes.

Wayne Adams
03-03-2006, 01:25 PM
i wouldn't just stick the wires into thep iece like that...also the twisting of them is kinda odd. they should droop like low tension powerlines or a clothes line. Also build some sort of cap or retaining piece for where they enter the structure. The structure is really kewl...I think you should keep at this...look forward to updates.

SpiralFace
03-03-2006, 09:23 PM
I think the wires need to be comeing out of some defined sorce. Right now they are simply just sticking out of the mesh witch by your concept is a bunch of steel plates over eachother.

This makes the wires not only look borring, but also VERY out of place. Despite what your intentions are. sculpt a defined sorce for them. An area where they are protrudeing from. And try to work them into a single mesh, and not just have them poke out of geometry, if you truely intend on importing this to an engine like Unreal, verts that are grounded in the mesh are going to make your vertex lighting look very unatural.

After poly triming your mesh alot you can go and add the detail in. Remember to try not to have intersecting geometry and only have seperate objects for different mechanical parts that WON'T move organicaly. (Like the chains or metal legs.

Also, from a conceptual point of veiw, I'm not feeling the hooved feet at the bottom of the pillars with the pillars slightly elevated above the ground. mainly becuase it looks like the towers themselves are free floating. And if this thing in the middle is heavy enough to buckle the pipes in your original design, then It probably whould knock those feet down as a padded foot is'nt enough to hold that thing up on what appears to be just stilts. Look at some referance for those 40 story tall building cranes and see how their bases are firmly planted on the ground and somewhat dug into the ground to get an Idea of what you should do if you still want to go for the 4 free standing pillars. If you want to keep the feet. Then I sugest haveing a centeralized platform on the top and have the thing hang under that. If thats the approch your going for look up the dock cranes that take the huge containers off of frieghter ships as referance.

creatix
03-03-2006, 11:42 PM
There isn't anything I can really do with the pillars themselves and the hydraulics areas cause its unwrapped and texturing is started on that part. I may scale them up when texturing is done to give them a bit more significance (ability to hold the middle).


I did ground the pillars more with the ground supports that are bolted into the ground so hope that helps give it a bit more stability overall.

I haven't unwrapped the building itself yet so I am going to add more detail to it along with a place that the tubes/energy suction systems can logically go into.

Quick sample of textures are applied to a part of the pillars - just checking my unwraps on that.

Hopefully next few updates will be will more textures.

Thanks all very much for the inputs!
http://www.inimageremodeling.com/imagedump/tech3d04.jpg

creatix
03-07-2006, 06:46 AM
A small texture update.

I haven't messed with lighting yet (just generic stuff to render the details for now).

I am going to add some geometry detail to the main building as well as a place for the 'tubes' to go into the building.

I just wanted to get a start on some of the texturing for the leg supports that I already unwrapped.

Playing with color for now - not sure if I wanna stay with the green theme.

Any suggestions/comments appreciated - Thanks!

http://www.inimageremodeling.com/imagedump/texture01.jpg


http://www.inimageremodeling.com/imagedump/texture02.jpg


http://www.inimageremodeling.com/imagedump/texture03.jpg

yeluis
03-07-2006, 08:47 AM
i think this is starting to come togethere nicely, i think the green might be better if you desaturate it a bit and make it feel more worn out with scratches and stuff. the lights id make them red or some other warm color, make a palette and go with that. its a littlo to monochromatic right now. not a bad start though

creatix
03-10-2006, 05:30 AM
Here we are. Almost done.

A bit of texturing to go and some lighting to mess with - then renders, layout, etc. and its a wrap.

I am well into texturing obviously but I still have enough time to play around with changes/ideas if there are any good ones.

I'm ready to put it to bed though and move on to the next piece.

http://www.inimageremodeling.com/imagedump/Tech_almostdone.jpg

http://www.inimageremodeling.com/imagedump/Tech_almostdone_closeup.jpg

creatix
03-10-2006, 05:31 AM
DONE

http://www.inimageremodeling.com/imagedump/filters_shrine_complete.jpg

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