Wednesday, 7 March 2018

Rewind Brief: Update 5

I have completed modeling the environment and I am happy with the overall look of the scene. Please see the screenshots below:


I was keen to modularise the environment as much as I possible. I want to streamline the texture creation process in Substance so I made sure to fill the environment with a lot of repeating elements. This way I only have to UV map and create one set of textures per repeated asset. Because it is a man-made environment, I felt I could get away with the hangar being noticeable modular.

With the room roughly complete, I was finding it quite difficult deciding what sort of additional details to fill the environment with:


I found a blog from Luis Perez, an environment artist at id software, which documented his creation of a sci-fi hangar environment. He posted numerous screenshots of his works-in-progress and this was a huge help for me in fleshing out my scene. You can view the full blog here: http://eat3d.com/node/1014524/backlinks

hangar_wip1_01.jpg
PEREZ, L. (2014). Sci-fi Mech Hangar WIP. [Online Image] Available at: https://eat3d.com/files/imagecache/forum/hangar_wip1_01.jpg [04/03/2018].

Luis' inclusion of his untextured scene files really helped me to break down the various elements that have made his environment successful. I found I was able to better understand the shape and form of complex geometry which helped me to model my assets. You can see how I have emulated some of the sci-fi elements such as pipes and panels and applied them to my environment:


I also started to look at environments from games like Overwatch (2016) and Deus EX: Human Revolution (2011). I found some interesting elements that I wanted to replicate such as the loading area from the game Overwatch:

"Horizon Lunar Colony" Overwatch - Blizzard Entertainment (2016)

I wanted this space to serve as the spot where the mech will rest within the hangar. You can see my take on the loading area below:


I have also made sure geometry has been kept in clean quads and is low poly. The entire environment comes to 130,033 polies in total. You can see the wireframe models below:


With my environment finally modelled, I will be spending my remaining time on the project creating textures and putting the scene together in Unreal Engine 4.

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