View Full Version : environment with crashed vessel

08 August 2007, 05:45 PM
Originally this project was intended to be done for Space Western game art challenge, but eventually I have found that idea went pretty far from actual western style, but I did not want to change it. So, this project is no more a challenge entry.

My intention is to underline a contrast between outer (almost) perfectly aerodynamic reflective shape and interior dark (most probably burned) heavy, messed up and dead mechanisms. I want it to look somehow like a corpse. A kind of an abstract crash composition in other words :)

Here is my first ever photoshop drawn concept sketch ;)
It is evidently not high-detailed, but I didn't want to spend much time on it, cause it is intended to show the overal idea, lights and atmosphere.
I want to thank to wizo5454 for showing me a cool technique of fast painting in photoshop, and I felt really excited trying it out. And I want to use from now on. (

I have already done most important modelling part, I just need to add some stuff, and I will post wires soon.

08 August 2007, 06:53 PM
I like the idea, If you have time still think about putting it in the Space western. either way I like the idea. Waiting for the first shots.

08 August 2007, 01:53 AM
RO, unfortunately I decided to sacrify some time to the sketch, cause I really wanted to practice the painting technique, and that was not rquired for the contest. So I voluntary decided to go on a normal speed with this project, cause now I will not get it for 10th of August :(
I prefer to go for quality though ;)

08 August 2007, 11:28 PM
k, here r some recent meshes of the scene.

Terrain is rather rough for now - only the most important part that needs precise adjustments is modelled. Probably it will be subdivided/smoothed once more, and more simple and plain part of will suarly be extended with plants and rock added later on.
For now, actual interior of vessel and house itself do not have damages and distortions. That is because I want to map and texture them first. After, it will be much easier and faster to deform them already being mapped. ( ( (

08 August 2007, 12:59 AM
Hey Deryk, this looks great man, i like the concept and style to it, keep it up ;) I'd like to learn how to paint concept art like that but don't exactly know where to start :p Your's looks did you go about painting it like that ?


08 August 2007, 03:08 AM
I wasn't so sure about this, going on the concept alone... but I really like the way this is turning out!

08 August 2007, 03:16 AM
K, it's been a while since I did not post any updates :(

Here are screens of textured interior of a vessel. *Ground uses simple temporary texture.
Some geometry still should be adjusted to fit deformed parts.

There r 2 viewport shots showing diffuse of inner parts (with vertex coloring) and 2 renders showing normal maps for outer shell and normal/specular for underlying termoisolation layer (renders show it better that viewport capabilities ;) ) ( ( ( (

All materials have bumps as well. Outer shell will use cube map for reflection-refraction, so diffuse will be really simple, almost plain color.
I plan to put into unreal engine 2, so terrain, vegetation and cube map will be done in UE, as well as normal maps converted to b&w bumps (they still work that way, I tested). I also plan to refine/subdivide edges of the "hole" so that they r not too straingt.

08 August 2007, 04:38 AM
long break again :(
I wasn't sure about the hut for a long time, and I remodelled it for 2 times... Eventually I came up with a messy disordered look ;) Here is it's bottom part without celling and roof (with bump map): (

Before I wasn't even planning interior, but it seems that a hut without holes in walls and light passing inside wouldn't be actually the hut :)

09 September 2007, 01:53 AM
hmm, this seems to be a one-man thread, lol

Anyways, here is some more progress. I have finally decided to use UE2 for this environment, cause this is the engine that I have most of training resources for. I have tried out UE3 using Blitz editor, but it really lacks documentation and differs a lot from UE2 interface :(

I have spent last two days learning UE2 and figuring out the workflow. So here is a test of a hut inside the engine. ( (

I tried out display of textures and shaders. Pieces on the roof r parts from a crashed vessel and the shader incorporates cube map (temoprary one for now).

C&C r always welcome ;)

09 September 2007, 02:40 AM
Having figured out UE workflow I continue finishing stuff in max to prepare them for export/imports.
Here r viewport shot of models (so they use only diffuse), and shaders will be set up in unreal engine. Exception is outer shell that does not have diffuse yet. ( (

( idea have been slightly updated. There will be also destroyed railroad track infront/under the front part of vessel. So supports around the hut r parts of rails.

09 September 2007, 02:51 AM
looking good Vlad, I like how its shaping up! If you aim for realism, I would suggest to overlay somes photo to give a sharper look to the wood textures or fake damaged more "age" or history to the abandonned house. I am liking the UE2 shots, keep it up!

09 September 2007, 04:11 PM
Nice, I like the contrast between the streamlined, "Jetsons" outside of the ship, and the dark, almost "steampunk" guts of it.
My only real crit is that the wood board textures have no ends to them, it's like they just go into whatever the're sitting on.
Also, since it looks like a desert setting, maybe make the wood a bit greyer, like it's been bleached by the sun...?

09 September 2007, 01:44 PM
thanks people for C&Cs, I appreciate that and I took actions on that as well ;)

wizo, thanks, I now have a sharper wood texture by adding some overlays. Since there is no bump support in the engine, it is hard to get desirable result, but still I think that now wood texture works better than before.

carlg, yes, I agree with desaturation of wood. Hmm, ends? Well, planks r just cut, so I think that ends would not be very distinctive. But I added some nails and actual ends were lighted a bit more (which is maybe not very evident now, when all wood texture became lighter as well).

Anyways, now I think I`m done with main meshes (vessel and hut) and mostly with textures for them. However, minor tweaks probably will have place as usual;)

I`ve put everything into UE now and I continue working from there. I started terrain and layering textures on it. I have also set up lightning, I am not 100% satisfied with it though.

Scene has 2 key sources and 2 secondary ones. Sunlight and ambient r main.
2 others r spots and used to simulate light that is bounced from reflective roof parts onto vessel`s bottom part.
However, I plan to create a dome light set that will replace ambient light. The reason is that UE`s ambient light does not simulate global illumination but just adds pretty ugly uniform light everywhere. Because of that all objects in shade now look the same :(

C&C r welcome!

ohh, and btw, reflection map is still temporary, cause I dont have yet the final environment to bake it into reflection map :P ( ( ( ( (

09 September 2007, 01:55 PM
Really great job,

I think the white roof miss some shiny parts. (it is just my opinion ;) )

09 September 2007, 08:05 PM
Honestly why am I getting this Vash the stampede/ Trigun feeling when I look at this WIP?

10 October 2007, 04:28 AM
Oh yeah, that's looking really good now. Looking forward to you putting some new stuff in the environment. :)

10 October 2007, 04:00 PM
Thanks carlg for comments!
Ahuri, yep, u r right, I added some on the roof; however, lights probably will have some more subtle tweaking during polish phase.

lol, The-Maestro, before I did not even know what Trigun is :) My bad. It`s a great anime. Just a coincidence thought that this stuff has some similarities with Trigun, but now it may even inspire me more after I know about it ;)

Well, here is some update.
Here I continued working on relief (I`ve atually redone it so that it looks less sandy desert but more South American). Also some plants and rocks start to appear. But I want to make small rocks a bit more sharp. There will be also bigger rocks around the place and a bit actually inside the "gameplay" area.
I also redid the lightning which is now done with dome light to achieve some more GI look. However, UE2 seems to be not the best thing to do that :( ( ( ( (

10 October 2007, 02:45 PM
hmm, again silence on this thread...

new update :)

Advancing with terrain. Adding texture layers, adjusting plants etc. I added large rocks around to isolate accessible area. Also some rocks r added in the middle to make the "rock circle" less artifically looking. And eventually I started adding some smaller rocks in front of vessel as if they were pushed during the crush.

However, I am still not 100% sure about large rocks. To me sometimes they appear whether being too repetitive whetehr reveliong too much the initial box that I srtarted them from. But still they don`t make me unhappy, so I am not really sure what to do with them ;)

Sky and BG image that u may see behind is just a rough setup, I will work on it a bit later. ( ( ( (

10 October 2007, 10:30 AM
Hey Dude ! The concept is freaking awesome ! The execution is really excellent as well.
In my opinion, you could make it even more compelling by blending the color tones globally, using vertex colors for example. Like, having some dusty yellowish blends on the ship's body, some grey / worn pars on the wooden house, and grey layers / peebles on the ground, so that the eye will circulate from one piece to another, and won't look "tossed together" anymore.

love it!

10 October 2007, 06:49 PM
Hey Dude ! The concept is freaking awesome ! The execution is really excellent as well.
In my opinion, you could make it even more compelling by blending the color tones globally, using vertex colors for example. Like, having some dusty yellowish blends on the ship's body, some grey / worn pars on the wooden house, and grey layers / peebles on the ground, so that the eye will circulate from one piece to another, and won't look "tossed together" anymore.

love it!

I agree, great crit!
Love it too!

10 October 2007, 01:58 PM
fraa, Ahuri, thanks for comments, I agree with adding some more color variety.

It is not hard to do for terrain, but I still have to figure out better way to do it for vessel and a hut.
Since all textures r tiled (except for vessel`s main body) I will try to use overlaying geometry with transparency to simulate dust pathes over existing parts. However, I am not sure if UE allows to do by-vertex opacity. If it does, that would be the fastest and the best solution, but if not, that may become a bit tricky to make a tilable opacity texture that would give a good result, since it risks to be a repetitive dust ;)

Meanwhile I also got some suggestions on, so first I re-worked a bit the vessel. Added some more distortions and details to edges, added new layer of "junk", cracks etc. I hope this way it should seem more beleivable ;) Next stage - adding dust. ( ( (

what do u think?

10 October 2007, 03:32 AM
ok, here's some update.

Progress with distant environment, some landscape and plants' tweaks.

Yey, I discovered vertex texture blending in ureal, so followed u advice fraa and played around with dust and stuff ;) Unfortunately it doesn't work with transparency and reflection, so I can't add the dust for surfaces that use these kind of texture :(

any suggestions and comments r welcome as usual.

10 October 2007, 05:37 AM
Fantastic! great from start to finish! Great work! all around! woot! you've got me pumped now!

10 October 2007, 01:19 PM
what a great piece of art!
Very impressive result, landscape is also very good!


11 November 2007, 04:48 PM
Thanks Generalvivi, Ahuri. However, this is not done yet ;)

And here we go, an update of what I ve done this weekend.

Major change - the terrain. I ve redone it completely!
First one was too hi-poly, plus I got some comments on other forums about that, so I decided to optimize it more. Unfortunately UE2 is not enough flexible for that, so I needed to redo it :(
It is harder to do precise texture painting and shrubs placement because of fever polys, but at least now mesh is 16 times less dence and it gives 5 times less tris in camera view:

I also added ruined mine entrance to explain somehow the place where player spawns ;) Right now the texture looks too low-res to me comparing to other architecture, so I guess later I will add larger one:

And there is a ramp that allows to enter the hut:

Hut has got some basic furniture inside and some volume lights that pass through the gaps:

And I also added some more variety to shrubs` colors and a bit more saturation to env. textures, and I made the impact trail a bit more burned and rough:

Eventually I did final cube map for reflections.

Finally, next weekend (or the week after) I hope to finish it. I still need to add grayscale detail textures, some sounds/music and optimizations perhaps.
And then it goes for free download ;)

11 November 2007, 05:20 PM
Hey I love this scene and was wondering how you went about texturing your center piece. the ship interior structure looks very complex. Did you uv map all of it or use some other method?

11 November 2007, 08:46 PM
Wow this is great work I love the ship it looks great:thumbsup:

My 2 cents would be the inside of the cabin is a little saturated and need a little color
and the ship crash trail needs to be a little more pronounced. Also just a thought but what if you put one or more of the distant big desert cliff things in the player portion of the lvl.

cant wait to see more..:scream:
maby you could more it to UE3 when it comes out?

11 November 2007, 10:05 PM
thanks HughieDM, cacard, yes I guess I will play around with some more distinctive light inside the hut. Probably I will deepen the trail as well.
I am not yet sure about UE3 cause Crysis seems to be more appealing to me ;) It is just the question of available documantation.

cacard, yep, I always texture with UV editing tools. However, most often these r basic fast planar/cylindrical mapping plus minor adjustments. Most of vessel`s part were mapped before the whole body was modelled so that it was faster to unwrap them. Then I instanced repetitive parts and evantually attached them together for further modifications only after I was happy with general maping. But still I arranged everything in a way that UVs of similar parts r the same so that I can easy adjust them at any stage.

11 November 2007, 11:48 PM
Thats beautiful man. It is work like this that constantly keeps me inspired. Great job sir.

11 November 2007, 06:45 AM
looks great so far


11 November 2007, 02:10 PM
thanks guys! I keep working on some stuff that u suggested.
Meanwhile, here is one minor update. I countinued adding stuff inside the hut.

Refined voulme light effects, added subtle light sources iside, some dishes etc:

and here is a bag with corn. However, I am not compeltely happy with it yet :( Trying to figure out why, maybe someone will have a suggestion:

11 November 2007, 05:38 PM
Well I think you need more stuff. I think you need to put scavenged items around the room from the ship and from thing posably found in the desert. like put wierd ship computer devises next to a car engine in the closet. The shelves need books or magizes on them with random botles and cans.

Just some thoughts that ran through my mind looking at the room.

Looks great keep it up:thumbsup:

11 November 2007, 04:42 PM
I second what HughieDM said. Maybe have the gas lamp hooked up to a scavenged generator or something...
Your outside desert's looking awesome, though.

And keep the corn. I like corn :D

11 November 2007, 06:36 PM
Wow. I haven't checked this thread for a while and its comin' along great! Only crit I have is maybe some more variety in color on the terrain. It looks good, but desert flora, up close, does have a surprising abount of color variation. This could help separate the foreground from the back ground. Also, more variation on the wood in the shack. I know its all the same type of wood, but maybe binging up the reds in a few places and some dirt here and there would be nice. Overall its looking sweet. A very ambitious project but you are really delivering. Great job!

11 November 2007, 04:07 PM
thatnks peeplz ;)
I will definetely add more variation to the desert and shrubs colors. I also agree about more objects around the crash spot. Maybe not generators etc., cause I am eager to start next project, so I am not planning working on this one forever :) I`d love to go for more stuff here, but I want to keep things moving on. Actually the initial feel was supposed to be Western, so I guess magazines or an engine would not be appropriate as soon as it does not belong to the vessel ;)
I will try to add some variation to wooden wall texture as well.

Here is some of progress. More stuff inside the hut, updated floor texture (more variations and aging), deeper and more defined crash trace.

thanks again for suggestions, even if something does not get integrated here, I keep all ur tips for next project ;)

12 December 2007, 12:11 AM
And here is another update.

1) landscape got more variation with addition of kaktuses, second type of shrubs and by increasing plants' saturations globally. I also added kinda huge flying cities/ships to the sky zone along with some dust particle effect that they produce. I decided to add a small improvised landing spot as well. It will have a couple fuel tanks on the side:

2) crash trail got more rocks and junk along it:

Voila, that's it for now. Hope u like it, C&Cs r welcome ;)

12 December 2007, 04:18 AM
lol, it got quiet here again... hmm, ok :P

meanwhile some more updates.

Refined crash trail. It became rougher and has got a couple more junk meshes:

And I added foged mountains to far BG:

any C&Cs r welcome ;)

12 December 2007, 07:00 AM
i love your style and i love your project, what i dont like: the blurred background mountains. i like that your scenery is very sharp and clear and the mountains dont fit this style i think. And maybe it would look great when you add black "burned" color to the aisle. Go on, it's great!

Hey and i like the flying spaceships!! They are great :D

12 December 2007, 12:40 PM
I love the design of this thing man, nice job, keep updating!!

12 December 2007, 02:52 AM
Awesome work, I really like it! :)

But can I ask, when was the shack built, and when did the spacecraft crash? Which came first, I assume the shack was built after the crash, as it's right in the crash path? Otherwise.. wouldn't it have been demolished? Did I misread a post somewhere?

Keep up the amazing work! :)

12 December 2007, 12:28 AM
God you worked a lot since my last post!

Nice job as usual here keep up!

12 December 2007, 11:30 AM
Hazardous, Ahuri, thanks guys!

It's almost done by now btw ;) I just need to add ambient sound and do the second lighting setup (sunset).
I did some minor tweaks to BG (less blured, but still not too sharp, iLegacy, just to keep the feel of depth).
iLegacy, sry, but spaceships r dead, lol. I liked them as well, but as for this idea they don't match very well I guess. Since the ship crashed long ago, burns would dissappear by now, so I did add too much, just some subtle darkening.

scribble, lol, no, spaceship has crashed before :) loong before....

12 December 2007, 11:57 PM
yep, it is done now :)

Thanks everyone for ur C&Cs, and also feel free to post "post mortem" ones if u want ;) I'll take everything into consideration for my future works.

This was my first exp. with UE2 which I was learning while doing this environment, h=which wasn't going very easy so many thing were redone, f%&ed up and sometimes improved, lol.

Eventually I have made a second lighting setup for an alternative ambience that I end up liking more ;)

Anyways, it is possible to play both levels for ANYONE.
There is no gameplay, nothing happens, it is just a setting.

Ok, here r 4 easy steps how to run in those levels:

1) Get UnrealEngine2RuntimeDemo form this official source:
Install it ;)

2) Get my stuff from here:

3) Copy/Move content from each folder that is in my pack into a respective folder of UE2 that u have just installed. For example, files from "Maps" folder go into "Maps" folder within UE2 on ur machine, etc.

4) Launch UE2Runtime and you will see both maps to select in the main menu. There will be some default UE2 maps, so my levels won't be alone ;)
Note: default graphical options r pretty low, so u might go there before and adjust them for a bit more fancy look.

I've made some ambient music so u might also turn on the sound.

short video (

And here r some closing screngrabs:

original idea:

and a second variation:

01 January 2008, 06:29 AM
Wow, great end result! The "day" pics look really arid and dry, and the "sunset" pics are very atmospheric.

12 December 2008, 12:14 AM
Nice work, but I keep asking myself where all the timber came from though.. it's in the middle of a desert, and the ship is all metal/techy stuff. Wouldn't it make more sense if the shack/house was sand/rock/ship debris?


01 January 2009, 03:17 AM
good point veanova.
The shack actually has parts of vessel's shell as its roof. Regarding timber, well, i saw similar situations in some older western movies. That looks sort of weird after u mentioned it though ;)

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