Models for the scene
When planning my environment, I look at some images of the interior of a ships design as well as some images of futuristic equipment as an inspiration for my modeling.
The model below is a simple bed, designed to be placed in the barracks section of the shit which would house several troops allocated in these quarters.
This model is of a larger computer, design for two people to use simultaneously, this machine will sit in the operations room of my level with several other pieces of equipment to sit along side to fill out this section of the environment.
Below is a simple desk design. This specific design will sit in another area of the level as well as the barracks and another smaller intelligence room. Another modified version will sit in the Admirals room, with small tweaks to make his feel more personal.
Below are two images of a fight/bomber aircraft that will be located at the end of the level in the hanger bay in which the player will use to escape the sinking ship.
This design is heavily influenced on future technology and fits well within the environment due to its scale when placed in the level.
The model was tricky to build as I only look at a small amount of images and didn't use any as a solid reference. The body of the ship is mostly straight edges and did not require a high poly count, however the wheels/undercarriage are a much higher poly count.
This image is of a weapons ocker which can bee seen throughout the environment. It is a small touch but quite effective as it reminds the player that the are in a dangerous environment
modeling the locker was simple, the weapon however was tricky as i tried to use a low poly count but maintain a high poly model, I personally feel this came out very well
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