Monday, 2 May 2016

New environment plans

So for a while I've been meaning to test myself again on hard surface modelling, it's been a while and i think i have improved a lot since the last time i gave it a go. So now my Saul environment is to a standard i feel i can leave it at least for the time being, I'd like to work on something else now.

I do have plans to create some foliage at some point and pop that into a scene however this is just more closer to the heart as i'm fairly confident that foliage is something i can do when the task arises, but technically for what I have planned I feel it could be a fun challenge so lets see.

So a while back I held on to some concept art i found for the game Star Citizen that really struck with me. Star Citizen is a open world type of game set in space, that's currently still in development stages.



I like this concept it has lots of bits that can be cut up and rearranged, very modular. I like the scheme however i think i'd like put my own personal touch on it instead and see what i can achieve.



So here I've changed the flow of things i have darkened the corridor to draw more attention to the door. I've made lights pop more with more contrasting colour and the text on the door reads more easily.

The floor where lights are underneath the mesh looks better when light shines out from below gives a feel that there's more going on. The green lights on the ceiling still give some direction to the player and so does the adjacent light. I like the idea of creating and presenting this choice to the player of choosing the path between dark and light.

I believe some destructive could happen here too perhaps in the darker areas, as well as flickering lights.

For the material on the walls i was thinking a more reflective metallic look or this painted metal, which i could scratch up to show metal underneath.



So here is a quick breakdown of potentially how i intent to put pieces together, I want to save modelling time as much as i can without being destructive on the overall result.
For scale i think it would be sensible to use a default character from unreal engine so get everything correct.

Roughly i believe i got the scale concept correct, i'm basically measuring how many paces of a certain object would fit in-between a new piece to help me decide on measurements. Sometimes it can be rather tricky to do this right in 2d space with only one concept, so lets move to the blockout and take it from there.

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