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.
Showing posts with label game art design. Show all posts
Showing posts with label game art design. Show all posts
Thursday, 20 November 2014
Selene '1'
Labels:
Alien,
Art,
de montfort,
design,
door,
Environment,
fi,
Game,
game art,
game art design,
Isolation,
sci,
Sci-fi,
Selene,
ue4
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.
Labels:
3d,
Anakin,
Art,
cryengine,
cryengine 3,
de montfort,
Environment,
Game,
game art,
game art design,
max,
max mead,
model,
Podracer,
skywalker,
Starwars,
tatooine,
workshop
Thursday, 10 July 2014
Podracer Scene update
Labels:
3d,
Anakin,
Art,
cryengine 3,
de montfort,
Environment,
Game,
game art,
game art design,
Highpoly,
max,
max mead,
model,
Podracer,
skywalker,
Starwars,
tatooine,
workshop
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.
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.
Labels:
3d,
Anakin,
Art,
cloth,
cryengine,
cryengine 3,
de montfort,
designs,
Environment,
Game,
game art,
game art design,
max mead,
skywalker,
Starwars,
tatooine
Monday, 30 June 2014
Monday, 16 June 2014
Textures up
Tuesday, 3 June 2014
Better Renders
Monday, 2 June 2014
AKM Modern Setup
Friday, 23 May 2014
High Poly Practice
I'm making a gun for in class demo (Super secrets stuff!) And i started with the Sight to ease me in.
A LUCID HD7 Red dot scope. Highpoly only at the moment. will be baking down, texturing etc.
Sunday, 26 January 2014
Subscribe to:
Posts (Atom)