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Craig Payne's Work Thread

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115 replies to this topic

#1
craigpayne2011

craigpayne2011

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So here is the first rough block out of my 360 room project.

 

I have chosen the film 'Moon, (Sam Rockwell) as I really love the claustrophobic and lonely atmosphere of the Sarang moonbase.


The area I'm aiming to create is the main communications area as i really love all the interesting shapes and it has a nice open airyness about it and I feel that it will be interesting to light in different and interesting ways.

 

Any comments and crit welcome as I feel I'm really gonna need advice on this project as it's my first time modeling an 'Environment' and would appreciate any crit.

 

Cheers

 

 

Attached Thumbnails

  • 4.jpg
  • 3.jpg
  • 2.jpg
  • space-living-futuristic-house-moon-dvd.jpg
  • 1.JPG
  • 2.JPG
  • 3.JPG


#2
craigpayne2011

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Hey guys

 

Finally had a chance to get some of my room done tonight.

Here's where I'm at now.

 

Any comments and crit would be helpful, I'm worried about the scale. I think it's pretty close to the ref but need a second pair of eyes.

 

Cheers

Attached Thumbnails

  • Render_GreyBox_1.JPG
  • awd.JPG
  • awd2.JPG

  • Akskii likes this

#3
Blanchy

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nice work craig! :D

but why is the floor and walls so blotchy? is it a weird light or a weird texture?

Also the lights need more of a soft fall off as they seem quite sharp and small, as their light isnt travelling very far to brighten up the room :3



#4
craigpayne2011

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Hmm weird, could have sworn I replied to this this morning.
 

Cheers Mikey,

Yeah the lights are crap because basically I haven't quite got my head round MODO's rendering engine yet hence the weird ass blotchy ness.

Thanks for the crit. Will post updates as they come



#5
craigpayne2011

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Here's an update to my 360 room project.

I've been wasting time trying to get bake working on one of the doors in the scene for the past 4 days and it was just going horribly long. So this evening

I decided to just bash out the greybox block out as fast as possible as I've really needed to catch up.

Again the lighting, is very quick and rough, just trying to get a sense of the scale, what's working, what's not working.

Any crit would be welcome :)

 

Attached Thumbnails

  • BlockOutFinished.JPG
  • BlockOutFinished2.JPG
  • BlockOutFinished3.JPG
  • BlockOutFinished4.JPG

Edited by craigpayne2011, 01 November 2015 - 08:04 PM.


#6
rjeeez

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Be careful because that lighting is a render probably done with some area lights and UE4 doesn't light how you think it would lol. Loving it though nice work :)


Edited by rjeeez, 01 November 2015 - 08:13 PM.

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#7
craigpayne2011

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Cheers Rene

Yeah it's simply a WIP shot. It's not meant to be a lighting concept, simply just lighting the scene so it shows up and also just to see how the silhouette is looking. Obviously everything is hard edged at the moment so it's not looking too pretty haha.
  • rjeeez likes this

#8
AdamGramlick

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I can't really give any advice but I think you should know this looks very cool. I really like the lighting in the doorways and the shadows from the panelling can't wait to see how this goes.



#9
craigpayne2011

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Thank you for the kind words Adam,
I'll be posting regular updates.

Cheers :)

#10
craigpayne2011

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Hey Guys,

Been chipping away alot better today as I've started feeling much better, flu has finally passed.

 

Here's some screen grabs.

 

I've basically blocked out all the main areas I want to show in my room, the comms panel, the shutter doors, the Keyhole divider sections. Fortunately everythng's quite modular, so I really only have to make one or two versions of each main item and then place in Unreal. For layout. Then start texturing, baking and final lighting.

 

Really enjoying this project so much.

 

Any comments and crit always welcome. Oh and I finally got around to rounding of those crispy edges in some places.

 

 


..


.


,

Attached Thumbnails

  • Gerty_HexDoor.JPG
  • FromAbove.JPG
  • Finalising_LowPoly_Moon_WireFrames.JPG
  • Finalising_LowPoly_Moon_4.JPG
  • Finalising_LowPoly_Moon_3.JPG
  • Finalising_LowPoly_Moon_2.JPG
  • Finalising_LowPoly_Moon_1.JPG
  • BlockOutFinished6.JPG
  • BlockOutFinished5.JPG
  • InfirmaryHallway.PNG
  • DeathTubeArea.PNG
  • CommsPanel.PNG

  • Jack Stevens, BenJinPratt and chrisdunham95 like this

#11
craigpayne2011

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Bump



#12
craigpayne2011

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Bumpity Bump



#13
BenJinPratt

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This, so far, looks really, really good. It's a good room choice and I don't see anything wrong with your models. From what I've seen in the images you've provided, besides some of the blotchiness from some of the light sources in MODO which has been mentioned already, everything looks perfect to me. 

 

Can't wait to see this thing populated with more assets + textured + fully lit in-engine.


Edited by BenJinPratt, 05 November 2015 - 09:09 PM.


#14
craigpayne2011

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Hey Benjin, Thanks for the feedback. And yeah, can't seem to get rid of that damn blotchiness in MODO's rendering, but it's not a priority right now.
 



#15
craigpayne2011

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UE4 HELP PLEASE!

 

Hi guys, so I'm working on a texture map for my modular floor in room scene.

 

Please see photos for explanation


.

Attached Thumbnails

  • FloorIssues (2).jpg
  • FloorIssues 1.jpg
  • FloorIssues Substance.PNG





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