View Full Version : Environment WIP (Image Heavy)

02 February 2008, 10:24 PM
**Updates on last page**

Another Lighting test. A little dark still, but Im going to brighten it up with post work in premiere.

Latest Diffuse and Lambert Light test. Missing some geo in the shot as well, I will re-render soon.

(First off I should say I realize this is bit higher poly wise for games and I am fully aware. I wanted to model in a bit more this project, so thats why you will see grates modeled instead of alpha'd and bolts modeled instead of normal mapped etc. )

Here are some screen shots from the current project Ive been working on over the last couple of weeks. It's a sci fi based environment, with a higher polycount with the intentions of creating LOD's for many of the objects in the scene and perhaps even recreating the entire scene "low poly". This would include replacing grating with alpha channels and removing the vast majority of micro bevels I included in a lot of the models to catch light etc. My original idea was to animate the droids repairing and maintaining the environment during the camera fly through, so hopefully time will permit some simple animations for what I hope to be 3-5 droids. The 3-5 droids will consist of the same model, with small physical variations and texture variations.

Once my modeling is mostly complete I will start tearing some pieces apart and creating things for them to repair.

I should also say that the idea of this environment is for it to be situated deep underground, so the atmosphere I want to convey is a feeling almost like an elevator shaft - below the bridge fading to black atmospherically as well as above the bridge. With hints of lights progressing both up and down through the darkness to give a sense of "infinite" distance above and below the scene. I plan to achieve this primarily through lighting.

Here is a reference image. The type and colour of the lights doesn't do my idea justice but the basic premise is there, and hopefully it will help illustrate to you what I'm thinking.

The opening shot of this scene is going through a double air lock system, which I have now done lighting tests on and am finishing the textures for. You can view the progress in the first 3 images.

Light test opening scene.

Shot set up, including the first airlock door.

Second airlock door (not in place yet).


Security Camera

Any critique or comments would be greatly appreciated. Thanks.


02 February 2008, 10:25 PM
Some wires and shots of the scene.


02 February 2008, 10:35 PM
Heres one of the textures I painted the other night. When I get more time I'll post some of the others. Just thought Id give you guys an idea of the weathered look I'm giving the scene. All textures are just WIP's so your input is more than welcome. I'm trying to blast out as much as possible then go back and tweak as time allows.

Here's the model, with unfinished textures. Just screen grabs for now, render's will come later once textures are finalized and normals and specs have been created.

Another texture WIP.

Thanks for looking.


02 February 2008, 06:36 AM
I think your models are nice. I'm digging all the details and the general look of things. Nice textures so far too. To say your environment is "a bit higher poly for games" is an understatement ;)

02 February 2008, 02:00 PM
Thanks for the comments Shade01.

An understatement indeed hehe. The reason I posted in the Game Art WIP is I will be making game res LOD's and I am a game art student. I think it's good to show a bit of versatility when it comes to modeling between higher res and lower res models. :)


02 February 2008, 12:20 AM
Quite an impressive amount of detail you got there. It will be interesting to see how this one turns out... When you saw game res LODs, do you plan to put it in an engine of somekind?

Btw, for wires, save them as gif files instead, most of the time you get better quality with smaller sizes (no ugly compression on the wireframes) :)

02 February 2008, 01:29 AM
Hey thanks, if time allows I'd like to get it down so I'm able to run it in UT3 and have some fun with that.

Thanks for the advice on the gif's, I will definitely try that out next time I post.


02 February 2008, 03:29 AM
I love the droid, very clean model. You definately have a knack for futuristic stuff.

02 February 2008, 07:09 AM
Thanks for the comment Horror.

Heres a WIP of the first Airlock Door Texture - not quite happy with it yet but I am going to come back to it later.


02 February 2008, 10:59 AM
Some really nice stuff here, man. Nice use of detail without making it look cluttered.

02 February 2008, 12:52 AM
Thanks Drevlin, I appreciate the compliment.


02 February 2008, 07:30 AM
An AO render of a manifold in the scene.

02 February 2008, 02:59 AM
Another texture I just whipped up - more shots coming soon.

Thanks for looking.


02 February 2008, 05:44 AM
Great job!

02 February 2008, 10:32 AM
Great job!

Thanks MrJonathan.

Vent texture WIP

02 February 2008, 10:57 AM
wow that is so bad ass! never saw this before

02 February 2008, 02:07 PM
Hey, thanks myd00m!

A friend of mine suggested throwing in some AO renders to show a bit more of the modelings as he thought a lot of it was being lost in the screen grabs from mayas viewport. So here's some stuff you've already seen, but with a bit more noticeable detail.

Heres an AO render of the opening shot. Ill be throwing in some track lighting along the floor as well as grates with piping and such underneath. Then take it from there.

Thanks for looking.


02 February 2008, 03:35 AM
Here's the floor grating addition in a shot further back then the original camera.

02 February 2008, 10:21 AM
Great work so far!

I read your first post about the "infinite elavator shaft", sounds good, it might be a cool idea to make one side light and the other side dark. This will give the viewer a reference of how deep underground the scene is located, sort of like falling down a well, and seeing a bit of light in the very far distance. It might even be more fun to have it up-side down, darkness on top, light at the bottom, could feel disorienting and unique. Give it some thought :).

02 February 2008, 11:08 AM
Hey I like that DogmaD, that sounds really cool. I will definitely consider doing that. Thanks for the post!


02 February 2008, 04:19 AM
Man you have one heck of an attention to detail. Keep up the work.

02 February 2008, 05:12 AM
Thanks gsokol,

I like to credit that to a good friend of mine who made me do countless hours of blind contours. Didn't like them so much then, but it was extremely beneficial. After staring at something and drawing it until your eyes bleed it sort of puts you in the frame of mind to start picking out things that some people would over look. :)

Thanks for looking,


02 February 2008, 05:29 AM
Blind contours eh? I was forced to do those in school, but I haven't done that since then. I might have to try to see if that benefits me. I need to just get a new sketchbook and get back into pencil and paper period. Well either way keep it up I will be watchin this closely.

02 February 2008, 05:54 AM
I think that's a good plan. Drawing is a skill that can be translated directly into your 3d work, and especially help in understanding shape and form. Not only that, but it can help evolve your ideas as well.

Get that sketchbook gsokol, and I'm glad to hear you'll be following along :) . Take care.


02 February 2008, 07:49 PM
Haven't posted in a while so I thought I would revive this thread with a floor texture I painted this morning.

Just a screen grab of a plane with diffuse applied as I haven't created a material for the floor yet. I enhanced the finer details on the normal just for viewing purposes because they are so subtle in the original - this seems to have been rather redundant because the GIF compression seems to have rendered them unnoticeable anyways, haha.



02 February 2008, 11:43 PM
It's all looking pretty sick, man.

(btw, 4 days is far from a revival)

02 February 2008, 01:01 AM
Hey Thanks Ramseus, I had been posting daily so just by comparison it was a revival :).

Glad you like it,


02 February 2008, 04:26 AM
looks nice :thumbsup:'s wickedly poly-heavy for a game environment though..what kind of engine are you putting this in?

02 February 2008, 07:03 AM
Hey Stefan, no engine the way it is right now - I will still need to cut it down a lot to get it into UT3. This piece is going to be for my demo reel and as a game artist my goal is to show my capability of handling all poly ranges, from low to high. I am going to show this by creating LOD's and showing the higher poly model next to the low in my reel as well as where I have modeled grates and things that can easily be alpha'd and swapping geometry for the alpha's etc.

This will show potential employers that I know some of the "tricks" of the industry and can readily create game assets, but at the same time demonstrate my capability as a modeler and all around artist. Or so I hope ;).

Essentially I am trying to market myself a bit differently than most students and I think it will pay off in the end.

Thanks for your comments Stefan, any crits you may have would be greatly appreciated - especially coming from an artist of your calibre.

Love your tutorials.


02 February 2008, 02:28 PM
man... that shit rocks!
and quite a good thought about your application.. gotta keep that in mind...

02 February 2008, 05:08 PM
I think your models are nice. I'm digging all the details and the general look of things. Nice textures so far too. To say your environment is "a bit higher poly for games" is an understatement ;)

I was under the impression that with the whole "next-gen", such environments can be high poly?? Are you saying what the artist made is way to high in polys for today's game standards?

By the way Mindfreak, your environment is great!! I like it!

02 February 2008, 05:26 PM
You could get the environment in an engine, it just wouldn't be optimal. It is only sitting at a couple hundred thousand tri's. You would want to do a lot of what I have modeled in with normal maps and swapping out some of the geo for alphas etc. Taking out the bolts would drop the count down dramatically. It wouldnt take long to get this running well in engine. The layout of the enviro though isn't set up very well for optimization in engine with anti portals, but it could be done.

Some elements in the scene are a little over board, but I modeled it in for a purpose as my camera is going to be right up close to those things. Keeping in mind me getting this into engine is secondary to making an interesting, good looking environment. So I wasn't worrying about whether or not this first version would run well in real time.

However, in some corridors or hallways in games you see a lot of geo modeled in similar to what I have, but overall this is a bit high.

Thanks for looking Elmdorz,


02 February 2008, 05:43 PM
What are you using for concept art/images?

I'm working on something similar and am trying to scrounge up some more concept pieces (the timeframe is after 3,000 A.D.). I have a few, but some of them are really outdated (artistically speaking).

02 February 2008, 04:40 PM
Hey MrJonathan,

For the majority I did my own drawings, other reference was:

Feng Zhu
Star Wars
Fifth Element
Ryan Church
Craig Mullins

Hope that helps.

Some Floor panel textures

02 February 2008, 09:49 PM
Hey, m1NDfReAK, I followed you here from your post on my thread.
Looking at your textures, I definately see what you're talking about -- the grunge, scratches, etc look a lot more naturalistic (God I hope that's the right word) and integrated into the texture as a whole, I guess you could say. Anyway, your stuff's looking great, and I can't wait to see the final product.
Just one question: Your last texture that you posted, where does it go in your environment?

02 February 2008, 11:26 PM
Hey carlg, glad I could help.

They are for floor paneling in the opening scene. Those pieces arent in any of the screen shots yet. Ill show some renders once I have the shader for them.


02 February 2008, 09:08 AM
Is looking awesome man!
Like stefan told you... Its looking good for a demo reel, but with the pipelines in games, its impossible to do without lot of time. Thats because the games doesnt look like your environment! ;)

Good job for the portfolio will sort it out.

02 February 2008, 01:04 PM
Thanks Xisko, I should be updating soon.

At the moment I am trying to get everything to a stage where I can do a first pass render and evaluate how things are going from there.


02 February 2008, 01:40 PM
Just thought i'd stop by and say great job on the modelling, it'll be intresting to see how the texturing and lighting of this scene pans out, keep up the good work.

03 March 2008, 11:53 PM
Lighting test with lambert and only diffuse so far. Having some geo missing issues, I will re-render soon.

The orange under the grates is animated with a couple ramps so it pulsates. Specs and bumps are completed now, so I should be doing a render with them once Im happy with my shaders. Ive fixed the shadow issues in between the pillars with lights on them.



03 March 2008, 10:35 PM
Another Lighting test. A little dark still, but Im going to brighten it up with post work in premiere.

03 March 2008, 02:15 AM
Lighting and textures look freaking awesome. Keep it up man:thumbsup: I'm doing a sci fi scene as well,so this is motivating me to finish . Keep going. Are you going to do an animation of the final scene?

03 March 2008, 02:25 AM
The double airlock door system is animated, and the lights will be animated as well. Anything I can squeeze in before this needs to be rendered and done with in a week.

Thanks for taking a look,


03 March 2008, 02:17 AM
Please post higher resolution pictures!:) Really good job mate... please post as many updates as you can....

07 July 2008, 05:15 AM
Very solid work. Your textures have a very believable feel to them. They look as if the wear and tear on them was placed very intelligently. Keep up the good work.


07 July 2008, 05:52 AM
I finished this a long long time ago and forgot to update. Here are some shots of how it turned out.

Video of this enviro is also up for viewing on my website. There was some sound work done so be sure to give it a listen, mainly the first 20 seconds or so. (

07 July 2008, 01:55 AM
I checked out your reel. The finished product is amazing, great improvement compared to the first version I saw several months ago. Your stuff is getting better all the time,

Shine on,


07 July 2008, 06:04 PM
I spy sulaco floor tiles :D
Nice job, man. Pretty insane level of detail O.o

07 July 2008, 08:43 PM
Hey, what are Sulaco Floor tiles?


07 July 2008, 01:54 AM
I think he might be talking about the floor style -- the metal grating suspended over the machinery.

"Sulaco" is the spaceship from "Alien", right? It had that kind of indeustrial feel.

Oh, almost forgot -- WOW!:thumbsup:

07 July 2008, 05:00 AM
Oh ok that would make sense, thanks for clearing that up carlg. I googled it and some Alien stuff came up but I couldn't be sure.

I've actually never seen the movie Alien to be honest. Maybe I should check it out and see what you're talking about. :)


07 July 2008, 04:57 PM
Wow! Stunning job! You demo reel is fantastic, too!

07 July 2008, 09:22 PM
Here's a floor tile from the Sulaco, but not necessarily a 'unique' pattern...

07 July 2008, 12:38 AM
Ohh ok. Cool stuff. Thanks for clarifying.


07 July 2008, 02:01 AM
hey mindfreak did you throw this into an engine or is it just max renders?

07 July 2008, 04:18 AM
not exactly original but it looks cool,..nice textures too :)

07 July 2008, 03:02 PM
I didnt get a chance to get this into an engine actually. It was all just pooped out as fast as possible. They were all software renders 13 or 15 seconds a frame, so it turned out pretty nice.

Thanks Stefan, I'm really glad you like it. Thanks for checking it out.


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