Modular SciFi Series - Engineer Hallways Vol. 2 Released!

Oooh, Love the turret. I was wondering if you’d offer a baseless version, or something like, you can un-mount it and carry it around. That would be insanely useful and a cool gameplay addition.

As for the robot. I love the overall design. The head is pretty neat, at least very different from the rest. The only issue I seem to have is the torso. It looks a bit too fragile. Maybe you could add something like an optinal chest plate (piece) and maybe some modular armor bits to toughen it up? I don’t want to sound harsh because I mean well and I’m just sharing my views, not saying I dislike it or it’s bad. But to me right now it feels more like a maintenance android (worker droid) going all rambo :stuck_out_tongue: I just think if you’d consider adding armor pieces as an option you’d be further expanding possible uses for it and pretty sure it’d also entice more people to just get it !!!

Other than that everything I’m seeing just looks amazing. I can’t wait to see the end results !!!

P.S. As it is, right now, I would get the droid to replace one I’m using right now. I like the one I have but this one looks very unique !!!

Hey Joure!

Thanks for the feedback, I’m glad you’re liking the upcoming content. =)

For the turret, that was something I was looking to do initially but I’m not sure if I’ll be able to do it with this particular design. I do have plans for other turret types though and that’s definitely a feature I’d like to have.

In regards to the robot, the designs above are just the base shapes for the most part. I still have plenty of things to add to it with regards to details and variants. Things like wires, accessories, etc. that will definitely give more size to the silhouette. Interestingly enough I do have plans for a maintenance robot, though it’ll be far skinnier than this one. =P Additional armor plates are also possible with the variants. With the robot series I’m looking to do several variants. Your standard maintenance/service, a security robot (the one here) and more militarized/combat intensive ones that will be even bulkier. I’m also looking into doing larger mechs, and maybe even having them serve as vehicles that players can pilot. I am also planning on making them modular. For example this pack would release with modular arm/leg/chest/head variants. But later when I release a different model of the same type, it could also be swapped with the v1. =)

If you have any other feedback or comments feel free to let me know.

Ooooh, this sounds awesome! I’m looking forward to seeing more. I would love to see a mech in your style. I’ve been wanting to do something with that in a future project so I will surely hold out on that and see what you come up with.Other than that I’m sure as heck excited. Seeing your assets library grow is something that’s been incredibly awesome to experience. I been able to move from trying to find insane ways to use your earlier work due to your unique art style and only having so much to work with where right now I am able to create much more diverse environments, coupled that with a few other packs out there that play nice with yours it’s been a treat to maximize your content.

Just can’t wait to see it expand even more !!!

Yeah, I’ve got a lot of cool things planned and in the works. I can’t wait to share it all. =)

I’m glad to hear that man. That’s exactly what I aimed to do when I first started here. An ever expanding library of highly modular assets that developers could draw from. It’s always cool seeing the interesting ways you mix my assets with other work too haha.

More awesome content is on the way. Stay tuned, and feel free to keep the feedback coming! =)

Finished the blockout of the stun baton. Can’t wait to texture this thing. =)

Baton_Wip_2.jpg

Stun Baton finally textured. Really happy with how this came out. Check out more screens here! =)

Early WIP of the shield. Still plenty of things to do, but this is the direction I’m headed in. =)

Shield_Wip_1.jpg

So we are going to have some colonial defenses for our colony? Oh man. I am definitely pumped about this one. This is going to be awesome.

Hey Slavical!

You are correct! I’m still sorting through the best way to implement everything I want to add, but defense is definitely something that would be suitable for colonial life in the unknown. And just to tease, it isn’t going to be confined to this one pack. The next 1-2 that I’m working on right now will focus on security robots and their arsenal with relevant architecture and props. I plan to create larger defense weapons, and am also looking for vehicle based assets as well. And this is just for the ground based aspect of the Polaris Collection, and only with regards to defense. There is SO much I have planned for this collection, it will undoubtedly be the largest I’ve done yet. Stay tuned! =)

Hey ,

First off, thank you for answering my email. I’ve been hitting refresh all day at work today waiting for it. The fact that you answered not only the email but also on the forums as well shows your commitment.

Secondly, this is my first time searching through the forums, but I have subscribed and will definitely be keeping tabs on your WIP projects. :slight_smile: I now have to go home and juggle around my layout to make room for future “laser beam” (Dr. Evil voice) weapons haha

Thirdly, I understand the crunch when it comes to fitting in so many other asset ideas. For now, I’m still in the layout stage, so I can patiently wait for you to perfect the assets that I will soon be buying. In the meantime, and perhaps to create a sense of inspiration, I’ll post some pictures of how I am manipulating your packs (mainly the command center, colony, and engineering one) to create a colony. I’ll also circle areas within those pictures to show you the ideas I have (like the helipad, which will be catwalks for now haha, and the security checkpoint I mentioned in my email) in order for you to visually see what I am talking about. If that’s okay by you. Otherwise, I can send them via email.

Anyways, I am really looking forward to more of your work. I remember late 2016 I stumbled upon your hallways pack and instantly fell in love; then you threw my heart into a phone booth of wild emotions with the engineering pack. Even though I didn’t need any more convincing, you went above and beyond when you decided to lovingly bless the marketplace with this colony pack. Like all stuff aside, fantastic work brother.

Hey Slavical!

No problem man, I just realized that was you haha. =)

I’d certainly love to see how you use the packs, I enjoy that especially seeing how people can creatively fit things together in ways I may not have even thought of. Feel free to post them here or send them through the email, either works. =)

And thanks haha! By the way don’t forget the Engineer Collection isn’t over yet, I still have some plans for that including an exteriors pack. And as I mentioned in our email exchange, the Polaris Collection is going to be rather massive, I have plenty of things planned for it. Keep the feedback coming, and thanks again for your support! =)

Here is the shield in game. I think this pretty much does it for weapons in this pack, will move on to the architecture and a few other props next. Check out more screens here! =)

An idea if you ever decide to expand on the weapons pack is to use this metal shield as a base, then form an energy shield around it. Think of the shields the Jackals use in Halo but with a smaller version of this shield as the center with a small energy aurora around it, and when the shield is used the energy aurora around it expands to form the sides; when it is not used, it goes back to a small aurora. Make sense?

Just throwing some random stuff out there. Anyways, this shield looks awesome. This is what is going on the turret, correct?

I was actually playing with the idea of using holographic/energy elements with this shield, but it didn’t end up working out that way. Even something like you mentioned with the Jackals from halo, where it could be fixed to the players wrist but then that created the issue of constraints on the size (i.e. not being able to be used with every arm size). If I were designing it to be used with a specific set arm then that would have been fine, but to do it in a weapon/prop pack that can be used for anyone it presented that issue. However that idea isn’t 100% shelved! I plan on doing characters in addition to the robot series, and there’s no reason I couldn’t include arm variants that have that attached to the design. =)

This particular shield is actually designed to be used in conjunction with the stun baton, or just in general by a humanoid user. I originally wanted to do a holographic shield around the turret, but I couldn’t come up with a design that I was really satisfied with how it integrated with the gun itself. It’s still something I want to implement in the future with weapons but just have to find the right fit and design so things mesh well and don’t feel too tacked on as was the case when I tried it with the turret.

With all of my packs, whether it’s architecture, props or even characters I go through many iterations before arriving at what is presented in public. Even in the case of the early WIP designs. The first pass on this recent shield was horrible haha, I didn’t like it at all and this was what I ended up with going with a different route. But sometimes ideas get shelved for a bit, other times it could be a bit longer. But usually once I’ve got an idea in my head, such as integrating holographic elements with weapons, shields, etc. It’s just a matter of when I execute it rather than if. Just have to find the right design combination to make everything sync perfectly. A bit of a long answer but just wanted to provide some details of the process I go through. =P

Ah I see. I appreciate your lengthy answer as it does help shine some light as to how you go about making the things you make. I guess we will see how the shield idea turns whenever you get around to producing and releasing your character packs. I’m very interested in seeing what kind of weapons you make besides the rifle and baton.

As for the colony, I’ve established my basic layout. It goes into a mountain, which I think is cool. Anyways, I’ve kinda just at a stand still since I would need more assets for the colony. Specifically, corridors, interior stair wells and doors so my colonists don’t have to leave a pressurized cabin in order to traverse to the second level. The doors thing I kinda messed around with by combining two door pieces back to back and inverse one of them. Then I scale the transition pieces to .9 (or 180) so it fits nice and snug with the doors. For now, it works (haven’t attached doors to it, however), but I am sure you could easily make a better version of that when the time comes.

Some other ideas I came up with to go along with the cafeteria would be a serving kitchen area and storage to store the food. I used the double sided window hallways as greenhouses and can fill them up with plants. Basically, the colony pack just needs to be filled in with some stuff, which I know you will get to it eventually. Just sharing my experiences from building with the pack the past week.

Yeah man for sure. I also plan on doing additional weapon types along side the turret and baton. I don’t have an exact window on when to expect it, but it’s definitely something I enjoy doing and would like to do more of. =)

Interior stair wells are something I’ve been looking at too, for the exact reason you mentioned. I’m also looking into the possibility of maybe just doing an interior elevator as that’s something people have been requesting for some time now. Could be either or, or who knows maybe both. =)

With doors, I will probably get around do doing another door/doorway type but that might coincide with another portion of the collection that I’m not ready to announce just yet.

Storage rooms are something I’m looking into currently, and actually will be making a variant of with the current props pack,

And yeah man I totally get where you’re coming from, my plan is to create a multitude of packs to really help flesh out this collection. Keep the feedback coming it’s much appreciated, especially knowing the things you’re looking for as a developer who utilizes the assets! =)

I think stairwells and elevators would be very practical. For now, I was thinking about using the engineer assets to make a makeshift elevator to allows you to access the second level of the colony, the command center on top, and the power plant/data center (engineer room) at the bottom. However actually making an elevator as well as stairs will not only make the colony more diverse (gives players movement options) and fluid but the assets would remain consistent.

Ah I see. Very well. I am excited about this new portion you’ve mentioned. I wonder what it could be. I’m all excited. With that said, interior doors would allow for more modularity (just made up a word) and make things look cleaner. Storage rooms are a must since they would need a place to store their equipment, food/water, and weapons. Also, storage rooms are a nice place to allow players to search for items that would make sense.

Definitely man. The more I think about it, the more comes to mind. The essentials would be Power, Water, Food, Shelter, and Air. That means the colony would need some sort of air recycling, water recycling, power (which can be done with the engineer pack), food (which can be down with the vanilla colony pack using the double windowed halls as greenhouses and buying vegetable assets) and a place to prepare/eat the food, and a residential space. Everything else, such security, turrets, helipads, etc would be assets that would help make the colony seem more realistic, however, not necessarily essential. The above 5 are, however, as no living being can exist on Earth without them (except for Power, which can be argued), even more so on another planet.

Absolutely man. A lot of these things are ideas and goals I have for this collection. I think at the end of the day you’ll for sure be pleased with what is on the way. =)

Here are some early WIP shots of the interior architecture for the Settlement Defense pack. I wanted to do something a bit different with this. The way I approached this pack, and even the character, is as if it were the same manufacturer who was making all of these weapons and robots. While for the purpose of the defense of the colony, I wanted it to have the potential to have it’s own distinct look if the developer wanted that option. So while the Colony architecture wasn’t super reflective or ambient by default, that’s the look I’m trying to approach with the defense specific architecture. The idea being that this particular architectural pod would have been developed by the same manufacturer as the weapons and therefore would be a bit more polished/clean. It’s important to emphasize that buyers will still be able to match this product visually to materials/visuals of the original Colony pack. This is just meant to explain the approach I’m taking with the default look. As usual everything is highly modifiable. =)

Here are some early blockouts and light ideation. As mentioned above I wanted the potential for this environment to have a dimly lit ambient look.

Arch_3.jpg

Very nice. Would these pieces fit within the exterior meshes you’ve already made for the colony, or will there be specific exteriors for these interiors?