Hi everyone! This new project is a fan art piece inspired by Wallace Klim’s drug lab from Star Citizen. I wanted to work on a sci-fi environment and challenge myself with more technical aspects such as trim sheets, blueprints, and modular workflows.
Over the next few weeks, I’ll be uploading the progress and sharing insights into my workflow.
This week I refined the blocking in more detail. It was a bit challenging to fully understand certain parts of the concept, especially the walls and the ceiling.
On the other hand, I decided to go with a first-person perspective, so the hero asset will be the weapon. I chose one of the game’s guns, the Coda Pistol.
I’ve not had the chance to play Star Citizen proper, but I love turning on the ambience videos while I do idle work, admiring the design. I’m excited to see what you do next as Star Citizen has one of the more pretty aesthetics in term of space exploration games to me.
Hi! This week I focused on creating the trim sheet for the floor. Once it was finished and properly applied, I started blocking out the hero asset, which is still a work in progress.
I also worked on blocking out some other scene assets, such as the table, and began setting up the lighting using point lights to establish the main light sources and overall mood.
This week I’ve been working on the gun, refining the blocking. Once it was finished, I rigged the parts that will be animated.
At the same time, I worked on creating the cables using splines. They still need a lot of work, especially the ones on the railing, and I’m still looking for ways to improve them. On the other hand, I’ve also worked on additional assets, textured the panels of the wall and added more general lighting.
This week I corrected the gun rig because there was a mistake. Once it was fixed, I was able to focus on creating the UVs for several assets and working on their textures.
This week I’ve focused on modeling and texturing several assets, especially those that required cloth simulation. At the same time, I’ve been working on the mid-poly version of the gun, which is still a work in progress that I plan to finish next week.
I’m also excited to announce that I’m collaborating with my classmate Diego Castro, who animated the gun. I’ve been working on implementing his animations into my Unreal scene, but I’m currently having some issues. The animation works in unreal, but the gun doesn’t stay in the correct position during gameplay, so I’m currently looking for a solution.
On the other hand I also did another lighting pass, trying to achieve a result closer to the reference.