In this blog I will go over my thoughts as I was making the A3D module environment for university.
The brief had us choose a piece of concept art, that we would base off a small environment. We could still keep some artistic liberty to change the scene to our liking.
At the time I was quite interested in Star Citizen and wanted to do a futuristic hangar environment to impress the people working on the game. And since I had to have 3 models for PPD2, I also wanted to make a spaceship. The hangar and spaceship would be very high fidelity, with animations and nice shaders. These grand ideas would come back to bite me later on.
For the game engine to render my little world I chose unreal engine 3. The other choice was cry engine, but having had previous experience with UDK made the choice simple. I knew that I had no time to get used to the cry engine and was even pushing unreal deadlines with this massive project.
Once I knew I was making a hangar I just had to find the right concept art. After some searching, only one really caught my eye. This piece was made by a Russian artist named Kagerott.
What really caught my eye were the hard edged structures and the softer plating between them. I thought it made a nice contrast. I also liked the walkway on one side and a cargo area on the other. By making all wall pieces modular I can easily make the hangar bigger to accommodate any size spaceship inside.
I decided to cut off the very far back with a simple wall. This makes my job a bit easier. Another modification I decided to add was a second level that you can access via a elevator. This idea came straight from Star Citizen that has the same configuration. It also fit well with the concept.
The only downside to using this concept is the lack of dynamic elements. This may come back to bite me, but I have not found a better solution.
Here is the first lowpoly blockout. The blockout did not take in to account the lighting however.
As you can see, I have stayed very true to the original concept, only making the main hangar area much wider.
The main problem I ran in to was the design for the main hangar door. As it is a large eye catcher I feel it is important to get it right.



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