View Full Version : Bunker:Elevator (Sci-Fi 3d Environment)
Ultimatebadass 03-20-2006, 05:39 PM // FOR THE LATEST IMAGE PLEASE BROWSE TO THE END OF THIS THREAD \\
// PREVIEW
http://img65.imageshack.us/img65/5718/796mg7.png
http://img82.imageshack.us/img82/1038/elevator15scaledkt0.jpg
// ORIGINAL POST FOLLOWS:
Hi.
This is a scene I'm currently working on and the whole idea is to build a room with a huge elevator. I only have a general idea of what HAS to be in this room (since I'm planing to use the scene later for other purposes) but I have no concept images of anykind - I'm leting the details figure themselves out as I go along. I'd like the scene to have a nice doom-3-ish feel to it, so there will be LOTS of machinery that doesn't necesairly look like it's all that necesssary ;) I don't have any specific poly limit for this, I'd like to keep the whole thing under 1.000.000 though to avoid rendertime problems.
I don't know what else to say at this point other than that I appreciate any comments or ideas that you might have as far as this scene is concerned.
Here are a few renders showing current progress of modeling:
Updated 20.03.2006
So far only the general shape of the whole room is modeled and the lower (for maintenance work and whatnot) levels. It may look a bit strange since you wouldn't want to be working there when the elevator is down but the idea is that a human would actualy fit there (at least my character does) if necessary while the elevator is down (bit of a low-head room you might say ;) ). In effort to add a little entropy to that ordered look there are some rechargable power cells lying around and some cables here and there, probably gonna put some tools there to enchance the mess-effect.
http://img530.imageshack.us/img530/9629/elevator018gd.png
http://img520.imageshack.us/img520/5199/elevator023mb.png
http://img458.imageshack.us/img458/155/elevator033nd.png
http://img458.imageshack.us/img458/6303/elevator049sx.png
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JensDenker
03-20-2006, 06:08 PM
Yea Hi Ultimatebadass,
nice work so far. i like the last image most, keep it up. i wanna see some updates =)
Jed
Ultimatebadass
03-21-2006, 08:22 PM
Thanks Jed D!
A small update since I didn't have much time to work on it today. I extended the whole area on the right with a storage area (it's gonna hold some crates and whatnot, we'll see but I think it mainly gives the whole thing a better "feel") and added a smaller room on the 2nd level (actualy just holes for a window and a door but you get the idea). No new machines around this time. The box upstairs represetns approximate dimensions of my character (you can check 'im out in the Heckler Koch MP5K thread - refer to my signature for the link) and it shoud give you a better idea as to the scale of the scene. Thanks for looking, as always any comments/crits/ideas are appreciated :)
http://img506.imageshack.us/img506/2501/elevator054bj.png
Ultimatebadass
03-26-2006, 10:58 AM
Hi. Yet another update on the scene. Working on the left side right now.
http://img107.imageshack.us/img107/7362/elevator076ae.png
TheThidMan
03-26-2006, 01:11 PM
Looks great. Reminds me of doom3/fear a bit.
Ultimatebadass
03-26-2006, 05:49 PM
TheThidMan - Thanks for taking time to comment! Yeah, that's the look i'm going for :)
deadline
03-27-2006, 06:03 AM
yo. Excellent work. Good to see you at it again...
this is zoomzoom from devArt...
JensDenker
03-27-2006, 12:42 PM
looks great so far. keep it up! no crits so far
Ultimatebadass
03-28-2006, 04:05 PM
Thanks for your replys!
Yet another update, semi-completed left side of the scene (might add a few more things but no revolutions are going to take place there).
http://img530.imageshack.us/img530/5071/elevator089nj.png
Hellova wark! Really impressed!
fasth
04-02-2006, 01:49 PM
You have to have a flashlight on the floor in the final scene, that someone has dropped!
Always loved those:D
liekupdateplz!
Ultimatebadass
04-03-2006, 06:43 PM
Giom - Thanks, i'm glad you like it.
fasth - Well well... i never knew you had an account here - it's a huge forum it appears :) Thanks for the comment and the tip with the flashlight, I was wondering what other items then the oh-so-obvious wrenches I could scatter around the room to increase the entropy.
And now, an update. Maybe not a huge one but I'm trying ;)
http://img291.imageshack.us/img291/2997/elevator098gk.png
Ultimatebadass
05-04-2006, 08:52 AM
Well that was a long break wasn't it. Anyway, I figured I'd start working on the textures and here's a first sample. What do you think?
http://img108.imageshack.us/img108/5039/elevator109uz.png
(Good to hear someone still get some breaks...lol).
Your texturing is looking real good! I like the 'grodgy' feel you've put into it.
This is gonna look stunning when it's done.
Nramps
05-04-2006, 03:10 PM
i really like the textures here. They bring your scene to life
Great! Now it's all going to the quality of texturing. Model is good, so you must make same texture). Good luck.
...
What softwave do you use?
Ultimatebadass
05-05-2006, 10:28 AM
Thanks you all for your comments!
mp5 (misha) - I'm using XSI for 3d and photoshop 7 for textures.
Ultimatebadass
06-17-2006, 01:22 PM
Hi, it's me again.
Though I havent updated the wip thread in something over a month the project is not dead. It's just that other things like school and work related tend to get in it's way a little too often lately.
Anyway, here's the latest render. I'm working on the floor texture currently (and shader too) so I'd appreciate any thoughts you might have regarding those two elements. The shader right now is just your basic blinn + zbump + ambient occulsion. The texture is 4096x4096 (since it needs to cover the whole scene floor area) and there are 3 maps right now: color/spec, bump and reflection.
http://img91.imageshack.us/img91/1323/elevator120wi.th.jpg (http://img91.imageshack.us/my.php?image=elevator120wi.jpg)
Click to enlarge.
nice work so far. looks good
Ultimatebadass
06-26-2006, 06:42 PM
Thanks TSB!
Another update on the textures:
http://img272.imageshack.us/img272/9083/bunker13small6zj.jpg
Larger render (http://img279.imageshack.us/my.php?image=elevator136sc.jpg)
Any thoughts appreciated :)
Ultimatebadass
07-08-2006, 03:20 PM
Hi.
This time i've put a little work into the lighting so I would really appreciate any comments/advice concerning that. What do you think needs improvement (be specific if possible please)? Thanks in advance for any crits!
http://img276.imageshack.us/img276/2144/elevator14scaled2pi.jpg
Click here for larger render (http://img178.imageshack.us/my.php?image=elevator145fc.png)
francescom
07-08-2006, 06:28 PM
you made a great work:)
for the light maybe i divide the scene in zones illuminated by different red lights
at the bottom the darker area and at the top some volumetric ray crossing the scene
good luck, bye
PhilOsirus
07-08-2006, 11:34 PM
Hi
I think it is some nice work, and I know you didn't do much yet with the lighting but here are my crits on it: Avoid white/gray lighting. Almost no lights in the world except mid-day sunlight is white. Use lights to color the scene (moreso than with textures, which you should keep rather desaturated so it doesn't conflict with the lighting), not just light it up, and also to help give some directions for the eyes. Right now you are basically telling us to look everywhere, there is no focus.
Anyway I did a quick paintover, nothing major. Basically, I added a red ambient light (this is the base color of the scene which will drive the mood). Cold colors like blue would make it feel desolate, quiet, good for a scene involving espionage during sleep hours or some such. Red feels more active, more dangerous.
Then I added some colors to the actual lights. I used these colors just to explain them. Most of them remain hot colors, to give the person a feeling of activity.
Red (left side) means danger or risk, maybe it's a restricted zone of some sort with lasers/cameras etc. We are not likely to want to head in that direction right away.
Yellow (right side) would be a bit more welcoming. Maybe it's a storage room (hey I just noticed it says it is!:) ), so there is likely to be some activity (some people) but it doesn't feel as dangerous as the red side. Maybe we can get what we need to go in the red zone safely in this room.
Orange (middle) is a passageway, so it is risky (it's a thight and straight area, no place to hide), it's likely to meet someone in there, but it's likely we have to go there anyway (or we came from there) so it won't be red cause we have to make in inviting to some extent.
Finally the bottom part has its upper section red and lower one blue. This is more how I would do it if I lit a room for a game, but basically it tells the person (player in this case) that the bottom part is likely devoid of people, low risk, and of priority to him because it is of the opposite color of the rest of the room (draws attention), but the top part is red to let him know it is separate from where he is (he has to find a way down somewhere else) and that it is dangerous for him to just jump down. Sounds far fetched but in my opinion it would do the job:)
So I'm not suggesting to go with these colors, you have a better idea of the mood/story you are going for but this should help to give you some ideas on how to use colors. Don't make it a pizza:)
Keep it up!:thumbsup:
http://www.star-reef.com/images/PO_ultimagebadass.jpg
Ultimatebadass
07-09-2006, 11:17 AM
francescom -> Thank you for your reply and suggestions :)
Phil_Osirus -> First of all, I want to say that I really appreciate that you took time to write this reply. I can't even begin to describe how grateful I am for the information and suggestions you provided. That "quick paintover" looks great and expresses a much more defined mood than my render with only white lights, I like it so much that I think i'm going to go in the direction with the lighting. Thank you :)
Ultimatebadass
07-17-2006, 09:44 AM
Hi!
Following Phil_Osirus's advice on the lighting I added some color to it (while trying not to 'make it a pizza' ;-) ). I also finished the floor texture.
http://img82.imageshack.us/img82/1038/elevator15scaledkt0.jpg
Higher resolution (http://img291.imageshack.us/my.php?image=elevator15ow6.jpg)
All opinions, comments and crits are highly appreciated. Thanks in advance.
Ultimatebadass
02-01-2007, 11:43 AM
Hi. Wow it's been almost half a year since I updated this thread. The project is going REALLY slow mostly due to free time shortage ;) Anyway, here's a couple of renders.
http://img143.imageshack.us/img143/978/97524890yz8.jpg
http://img401.imageshack.us/img401/1085/75ic0.png
http://img185.imageshack.us/img185/6840/79tx5.png
Thanks for looking
MrBrick
02-01-2007, 05:03 PM
Good looking stuff!
Its nice to see you continuing this project.
Ultimatebadass
04-09-2007, 07:09 PM
So after a couple of months of being to busy to touch that scene, here are some new renders (this project is more then a year old now :rolleyes: ).
http://img64.imageshack.us/img64/8352/795fh2.png
http://img65.imageshack.us/img65/5718/796mg7.png
Thanks for taking time to view this thread. If you have any comments/suggestions please do not hesitate to leave them :)
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