Sunday, 7 December 2014

Selene '4'

Haven't had a whole lot of motivation to do much on this piece, i feel as though somethings missing, maybe its a population thing, maybe its the colours I've used so far. I think ill put this on pause in the run up to Christmas and swap back to another project.

Have managed to take some of the paint over in to engine/model and textures and managed to redesign the lockers. I need more angles in the piece and i might change the colour scheme a little.

Tuesday, 25 November 2014

Selene '3'

I have created a paint over of the direction i want this area of the ship to progress in and will hopefully started working towards this. I've desaturated all of the colours slightly so the scene feels more balanced and less cluttered in colour.

Sunday, 23 November 2014

Selene '2'

Got some base textures in for the surroundings of the doors and the pillars. Updated the briefing table with some UI, got rid of the dots surrounding the middle asteroid display and will hopefully put in some UI over the top of it. Need to figure a way of tying it all together, suggestions would be appreciated.

Going to add a comm's panel to the wall surrounding segment and somewhere in the area a clocking in machine. Want things to feel tactile, rather than touchpad esc. UI for the briefing table is a little more high tech but would still have tactile feedback when you interacted with it.

Thinking of ideas for the top display/noticeboard area, not sure the idea is working in my head at the moment even as placeholder. Might concept up some ideas for this.

At the moment corridor feels very sterile and could use some colour variation, not reading very well as the crew quarters area. I'll finish up the first pass texturing on the wall modules and see how it go's.

I think ill be doing another concepting stage for ideas for the lockers and wall segments as ill be pretty busy work wise the early part of this week.

Thursday, 20 November 2014

Selene '1'

Started work on a new sci-fi scene for a bit of fun and practice with UE4.

I am creating a deep space mining ship 'Selene' and firstly i am making the living quarters hallway. This area will contain a briefing table and around this will contain crew lockers, their space suits and ways of assembling their suits in the area. Taking influence from Alien but want to bring in elements of aircraft and ship design.

I want the ship to feel functional and sci-fi with intelligent design choices embedded into the structure of the ship. I want to add in personal details of the crew as they would likely be together and away from their families for long stretches of time. The ship is a commercial venture, so i would like elements that tie this into the design as well.

The ship is currently mining a deep space asteroid looking at exploiting rare earth metals. 'Selene' has 3 key areas, living quarters, refining level, extraction level.

By working up from one key area that's relatively small hopefully i won't over extend and will finish a project at least to some degree.

So far i have created a first pass block out for the whole corridor and i have created a few assets around the briefing table.

Thursday, 31 July 2014

AKM Finished

Got round to finishing my AKM, some inaccuracies looking back on it, but overall i'm very happy with the outcome. Might polish more if i receive any crit's but i'm going on holiday today so no more for a week. Next gen and quite heavy on the polys, if i were to make it again i think i'd plan out the textures more modularly, as currently some of the stock and the wooden parts are on separate sheets. Plan on showcasing this on a little gunsmith table with various tools, i can practice some baking and material definition as well.

Tuesday, 15 July 2014

Podracer Update

Workshop update, added a few more textures, and filler medium and small assets. Still placeholder for some of the scrap. Added pipes, some scrap, droid, barrels, crates etc. 

Tree is placeholder, going for a small leaved desert tree, in process of sculpting this.

Monday, 7 July 2014

Podracer Scene update

Update, particle effects have been upgraded, now having problems with heat distortion having undesirable effect. Improve materials and a few new assets and placeholders. Going to be working on some high poly foilage soon for this, to add a little more variation and dynamics.

Friday, 4 July 2014

Anakins Workyard

More progress, got some floating cloth to block the sun, going to have mechanical hover droid-like things holding them up like in the first movie. Blocked in some junkyard and spare parts to fill the area and added a little more to the walls to give it more interest. Also got in the purple energy binders in as a particle effect.

Got a problem that my cloth doesn't always show shadows, but will on startup in-till i change any settings or move them. Also note to self. cloth in cry. Engine looks much better in dark, but oh well just an update.

Red vertex colour for binding still, Green for free movement.
Apply a crytek material that is physicalised but with no other settings, should work.
Reduce gravity in engine to avoid massive sag.

Friday, 27 June 2014

Tatooine begins

Started creating the individual building blocks for the level. I'll flush out the main structures and then go to work on populating and dressing the scene. Might vary abit from the area that im working from to try to make it a little more interesting.