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Working on another wall. Still a few more pieces I want to add in there, but this is the general look I’m going for.
Cargo elevator / lift for this pack?
Hey there BlackRang,
I’m not sure if it would fit with the design of this pack at this time. Elevators are definitely something high up on my to do list however, but I have to find a natural fit for the assets rather than tacking it onto any pack.
Finished the opened wall, starting to detail the ceiling now.
Progress on another wall variant. Still more detail to add. The two window variants will each have unique room designs.
Finished the gated wall, blocked out a significant portion of the wall pieces around the doorway. Almost finished blocking out this hallway, then I can proceed to the intersection area. =)
Blocking out the door. Went through several different designs until I found something I was satisfied with. Going to block out the area surrounding, then I can move to the windowed rooms.
The door design is thinner, but the assets will be made to be interchangeable with the other small door frames in the series. It will also feature a key card scanner.
Modular SciFi: Hallways](Modular SciFi Hallways in Environments - UE Marketplace)
Modular SciFi: Interiors](Modular SciFi: Interiors in Environments - UE Marketplace)
Modular SciFi: Props I](Modular SciFi: Props I in Props - UE Marketplace)
Modular SciFi: Materials & Decals](Modular SciFi: Materials & Decals in Materials - UE Marketplace)
**
Modular SciFi: Command Center**](Modular SciFi Command Center in Environments - UE Marketplace)
Hey everyone!
I’d like to spotlight some work by a developer who is making awesome use of the Modular SciFi Series. @Joure has been a long time customer, and has constantly impressed not only with how he utilizes the assets in creative ways - but integrates them with assets from other sources. Here’s a beautiful picture from the new mission Echoes for the game STARDROP. He makes excellent use of assets from Hallways, Props I, Command Center and Regenerative Health & Shield Pickups!
[shot]http://media.indiedb.com/images/games/1/47/46835/Echoes.jpg[/shot]
The mission is available for free now, check out the trailer!
Check out their Kickstarter Campaign here! They’re already halfway to their goal!
For more information on STARDROP visit the Official Website, and follow Joure on Twitter.
I wanted to sort of polish things up in the main hallway before moving onto the other rooms. I added some details/changes to the doorway area, the gated wall and the ceiling. I also wanted to begin early lighting tests to make sure it worked with what I was aiming for. This is sort of the tone I want to go for with the default example map.
Finished the architecture for the windowed rooms. Just have to make the props to go within, and can finally move onto the last area. =)
All looking really nice man. More pipe like inset bits are definitely welcome.
Merry Christmas!
ps. have a holiday man, it’s Christmas
Hey there Gozu!
Thanks, yeah definitely going to be lots of pipes in this pack. =P
Same to you! I actually took last week off, it was a nice break. Back to work now though, I’m trying to get this out by end of January/Early February. =)
Blocked out the props for this windowed room. Originally I was going to just have two sets of props for each windowed wall, but I think I’m going to go ahead and change up the architecture a bit for the other one.
I’m aiming to make the environments feel more alive going forward. Using things such as movable doors, particle effects, blinking lights, more animated UI and other movable objects - in this case, cooling fans.
Pretty much done with the assets for the main hallway. All that’s left is the intersection, and then I can begin UVing and texturing.
Pretty much wrapped up the block out for the architecture. Aside from a few pieces for polish here and there, this is it. This smaller hallway will be how you can connect multiple bigger hallways using different layouts, and can be designed as an intersection. The floor panels will have glass coverings, which isn’t visible in the WIP shots at the moment. It’ll be a while before I start showing more progress, as I am now entering the delightful UV stage. Hopefully it won’t be that long though. =P The next time you see progress it should be in engine, with materials.