View Full Version : Environment - Top Secret Cargo Area WIP

02 February 2008, 11:10 PM
Hey guys,
Wanted to share my latest WIP.
I'm doing an environment based on some concept work by Mark Goerner.
It's a concept from the XMen movie, I think:curious:
It's a next gen setup so I'll be tackling the Hi-Poly after I get my UV's laid out.
By the way, this is my first game environment so all tips, tricks and ideas are more than welcome.

Concept Art Front:

Concept Art Reverse:

Low Poly Setup:

Low Poly Setup 2:

The two boxes in the middle represent a human, six feet tall with a 3x3 foot perimeter.

02 February 2008, 01:21 AM
Im really digging the concept art. Are you creating this scene for one shot or are you planning on throwing some cameras in there? If your going to be getting camera's in there, I suggest getting them into your scene as soon as your done grey blocking. I would also suggest getting your lighting in there early on, in the grey block stage as well.

Looking like a good start.


02 February 2008, 03:17 PM
Crikey! Great concept work! I'll be keeping an eye on this, looking forward to seeing it progress!

02 February 2008, 05:14 AM
Hey Guys,
Here's an update of my Environment. I'm creating the Hi-Poly from the low poly for use in the normal map and ambient occlusion (render to texture). A lot of the pieces are going to be duplicated (modular). I'm still wondering what I should do for the floor, I'm thinking a tiled texture would be the best option, for the sake of resolution. Anyway, comments, ideas, critiques all welcome...

02 February 2008, 05:22 AM
gorgeous work so far! this is going to be an awesome piece

02 February 2008, 09:36 AM
Not to rain on your parade but it would be easier for you if you created those tiling textures on a flat plane instead of those curved walls. It does look nice but it's a bit inefficient. Take a look at Stefan Morrells tutorial ( for a good example of creating tileable textures from high res geometry. I really like the concept so it will be cool to see it come alive. Where did you find it?

02 February 2008, 07:26 PM
Hey Guys,
Thanks for the comments.
Urgaffel, I will be tiling the curved wall textures. I just added in some extra walls for visualization purposes. Plus, I'll keep the walls in for the ambient occlusion -render to texture- pass, to keep the shadows accurate.
If you were wondering about the concept art, I have a link to Mark Goerner's website at the top of this thread.

02 February 2008, 08:41 AM
Ah I see, you're doing a lightmap/ao map bake at the end then? That should look really nice when it's done. Now more updates please ;)

02 February 2008, 05:26 AM
:banghead: Please delete me, I posted in the wrong thread...

02 February 2008, 08:19 AM
Looks great! I assume your going to be tiling some of the textures for the walls etc, and have the AO on a second UV channel?

Can't wait to see the end result.

03 March 2008, 06:13 AM
Lighting update:

03 March 2008, 12:42 PM
Hey there,

Nice lighting update. I think it may be too orange as it is right now, especially comparing it to the pre-vis in the concept art. In addition, the room is lit by fluorescent lights, which in real life emit a more white with a green tinge colour of light.

I think if you go more in that direction you'll have a render that looks closer to what the concept art is as well.

Something else you may try is lowering your focal length on your camera to help sell the shot. It will make it more dynamic and again match the concept art a little better.

Tread plating is a little on the large size infront of the "side" doors.

Well done so far,


03 March 2008, 03:17 AM
I agree with m1indfreak. Right now the saturation on the lighting is pretty harsh and it is hurting the scene IMO. If you toned that down I think it would help alot with your scene. Also, there aren't very many interesting shadows being generated by your orange wall lighting on the sides. Right now the floor is completely being hit 100% by the light and it's making the floor look really unintersting. In the concept, the orange lights fall off before they even reach the floor. Also, your shadows are going to complete black. With this much artificial light in the room, it would bounce around enough that there would be very few spots that were pitch black. Might want to bump the overall ambient level to simulate radiosity.

Just to throw out some ideas..... I think that the scene would look better if the orange wall lighting didnt reach all the way down the wall to the floor. Then you could imbed some knee high or ankle high floor level lights into the sides of the wall and create some interesting shadow lines and pockets of light and dark. Maybe some of those airplane aisle red light things along the edge that light up to warn people a truck is coming in and the platform is in operation. I'm assuming this is a video game environment, so I would also suggest improvising beyond the concept and putting some cover objects in the scene to break up the flat floor.

Being nitpicky, it seems like you've got scratches on many of the surfaces just for the sake of scratches. How did the wall 5 feet above the doorway get scratches on it?

From the concept it looks like the middle rotating pedestal is used to unload 1 ton trucks or to turn trucks around for their entrance into the blast shield door. If that's the case I think there should be coolant leak stains, tire marks, etc. from constant heavy vehicles pulling onto this thing.

The wall geometry itself is pretty interesting but since alot of it is being hit by the same light intensity, it makes it kind of boring. Also, the homogenous texturing makes it less interesting as well. Maybe make the girders and supports a different kind of metal material or color. It's hard to tell but it seems like there's not much of a spec map going on with this stuff. Having some surfaces shinier than others will help pop them more as well.

The floor below the turning platform looks pretty boring. It also looks like there is enough space down there for a player or person to move around down there. From a design perspective, you would want something interesting down there to look at or else block it off.

The walkways also seem thicker in the concept, like more human beings could fit horizontally across them.

Also, if you look at the bottom Goerner concept, alot of the materials in his concept have discoloration to make it more interesting. Particularly the floors in the foreground, you see alot of different shades of color and rust. Also, on the horizontal pattern of the wall it looks like he painted in alot of discoloration. Might be something to look into on the texture.

I know I'm pointing out tons of random shit here, but its only cause I think it has alot of potential and I am looking forward to seeing the finished results. Good luck dude

03 March 2008, 05:41 AM
Thanks for the advice guys. I took your suggestions on the lighting and toned it down quite a bit. Changed the focal length to match more of the concept art. Switched out the scale of the tread plating next to the side tunnels.
Anyway, here's the update.

BTW, thanks for all the advice Will, I will definately take all your suggestions into account, would attempt some of it tonight but it's getting late....

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