Saturday, July 25, 2020

Game development: Creating a SCI-FI LAB Scene Part #2 (Arrays, modeling tips)

 

This is a continuation of a post (#1) that I've created about modeling a 3d SCI-FI LAB. Here's some pics of the final result (you can see in my behance portfolio)




6) I started at the back of the lab. 
The height of the laboratory is 4 meters. I selected all the objects, so you can see that they are separate and will be used across the room... 



7) ..Then, I drew a wall and then another wall continuation that will be received by the "Middle" part...




..when united, they are like this (sounds like a unique part, right?)



8) I put some lights beyond the already designed. And the tips: Use blender's Array modifier so you don't have to draw the same thing 50 times.  Also, if you didn't notice, I used blender's mirror modifier.. the left is equal to the right side (notice the doors, the ceiling.. they are mirrored).  


Also, it's time to draw the tubes, vents, and control panels of the lab:



9) Let's put the tool-boxes, the tables 
(all they're replications of the same object) 



tool-boxes: The mirror effect is shining here. All 4 sides are equal!




The table, chair, computer equipment: Mirroring again




The result so far...



10) Modeling the hardware(s). Here's my reference:

Source: Youtube



The result: Some mirror modifiers, subdivision, solidify
Yes, scale/measures are according to real life. (see more here)




Source: Depositphotos




Source: Depositphotos






11) The same as in the beginning, but, this time, it's to model the back of the room.



..reflect/mirror/array some objects again

..connect with the middle part

...insert objects before already modeled


Final result.


These are the textures used: about ~100Mb in size. 88Mb is the hdri's size.
Some "same " textures are "recycled" to optimize the ram needed to
render this scene. Most are 2k. 

Leather texture: used in the chairs
Aluminum/Metal texture: you bet it.Used in the walls, and most "steel" objects.
Matrix texture: control panel and pc screens.
Keyboard texture: you bet.
loc00184-22-8k: hdri image for the 'space' / 'clouds' background.



12) About the color palettes used in this scenery:
(source: 
https://palettegenerator.com/ )
I'm following a kind of "gray" palette.






It's functional? Yes - Color palettes are used everywhere, especially in movies:






Texture's sources: 


Saturday, July 18, 2020

Game development: Creating a SCI-FI LAB Scene Part #1 (scale / proportions)




In this post, I'm showing you how I created this scene.  





1) Select a reference image related to what you want to create. 
Your scene is based on what? Which subject? it's not mandatory, the reference can be your imagination. Since my objective is to create an SCI-FI LAB then here's my reference:

2) The objective is not to imitate or make something equal to the reference, but to use it as an inspiration.

3) Open blender, use your source image as a reference.  Like this:




4) Start thinking about measures. Space.  
How many people will fit in that LAB? How many objects? Hardware? Chairs? Tables? Think in real size (scale); if is wrong, then your audience (players) will notice that your room is disproportionate. 
Maybe your room is too high.. or too small .. let's do a visual example:

The right way to do it (notice the measures!)


The wrong way...

..Now it's even funnier to see. 

It's more obvious that's there's something wrong in the scene right? 

Look at the size of the chair(s). Duke Nukem (happy as always) is very big compared to the scenario. Mario is having fun in the chair but will be hard to do something (ex: draw) at the table. He can't reach.  I hope Nintendo won't sue me, they sue for anything.. but it's a great example. The clock (above the table) is very big too! The window now is very small.

How to fix this?

    • Do research for furniture objects (chair, table..) Look how they are made, their size (dimensions). Create them according to reality (real world). If you need to stretch or change the size of your object(s) (depends on your objective) you can do it later. By default, make it in the right size.
  

 


    • Also, you can look for room dimensions, windows.. this is kind of architecture area. But it's needed otherwise you will draw objects out of proportion. that's, IMO, the most important tip.


Since not everyone has been in a "real" SCI-FI LAB, let's put here a School lab floor plan. You can see that everything is in proportion:

Source: ConceptDraw



Some scale examples. Source: Core77





First shot:  Can you see that the car is too big compared to the buildings?
Second shot: Don't you think the same happens in the arcade version? 




Saints Row The Third (2019, Nintendo Switch Port).  

First shot: I still think that the car is 'too big' compared to the building
Second shot: You see that the building has at least 4 floors, the first is
okay but note the other 3.. the car is almost high as the floor. Maybe is some distortion due to the camera view... I'm using these shots as a means to compare scale/proportions.  The same happens in the next shots:







Enough talking!

You get the point. Architecture does play a great role in the game industry, at least in the sense of real scale/proportion when the GameHouse wants to create something as close as possible to the real world.

5) Now that you know about scale/measures, you can see that I've chosen the following measures (rounded): 

(W x H) = 11 x 15 meters  




Why this size?

  • Scientists like to work distant from the others, they do need space and a quiet place to study/make their things

  • I bet they don't want a crowded room

  • Machinery / People flux 

  • Space

  • Space to walk

  • Space To fix things. Maybe people need to fix some hardware, so think about the space it will occupy when it is disassembled.

  • It's a good idea to talk with the art director to know what actions will be made in the lab, knowing that, you can optimize the design's flux and know what really needs to be done.


Floor plan view



Floor plan view explained