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Modular SciFi Series - Polaris Colony Released!

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    Originally posted by Slavical View Post

    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. =)

    Caldera Entertainment | Twitter | ArtStation

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      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.

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      Caldera Entertainment | Twitter | ArtStation

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        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?

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          Originally posted by Slavical View Post
          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?
          Thanks. Due to the unique shapes of the other exterior meshes it won't really. But they will come with their own specific exteriors that can be attached to the existing colony layout. =)

          Caldera Entertainment | Twitter | ArtStation

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            Just have one wall left to finish for the interior portion, then I'll begin to texture the exterior elements. The robot remains untextured, but I wanted to showcase how good it would look in a storage environment. =)

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            Caldera Entertainment | Twitter | ArtStation

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              Looking good as always Jon!
              Artstation

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                Originally posted by BoothDigital View Post
                Looking good as always Jon!
                Thanks Shawn! =)

                Caldera Entertainment | Twitter | ArtStation

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                  Ended up squeezing a bit more work today. Really pleased with how it's coming along, it'll look even better with the properly textured robot. Still a few polish pieces for the interior but this is the overall design. Going to tackle the exterior tomorrow and then wrap up the remaining props. =)

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                  Caldera Entertainment | Twitter | ArtStation

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                    Here's what I have of the exterior so far. A couple detail pieces are left, decals and I'll probably do another final pass on the materials.

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                    Caldera Entertainment | Twitter | ArtStation

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                      Polished the architecture materials and details a bit. Also just finished blocking out the crate which will store the weapons (shield, baton, grenade). Check it out. =)

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                      Caldera Entertainment | Twitter | ArtStation

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                        Nice! I'm really liking this storage/armory building. It will be a good addition to Polaris. I really enjoy the create, too. It looks like the lid is meant to slide off, am I right; or will the lid open up?

                        Now, is there any way to enter it from inside the colony? That would seal the deal for this asset (see what I did there? seal...colony...air...I thought it was funny).

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                          Originally posted by Slavical View Post
                          Nice! I'm really liking this storage/armory building. It will be a good addition to Polaris. I really enjoy the create, too. It looks like the lid is meant to slide off, am I right; or will the lid open up?

                          Now, is there any way to enter it from inside the colony? That would seal the deal for this asset (see what I did there? seal...colony...air...I thought it was funny).
                          Thanks! The crate top is meant to be magnetically locked, via the 4 inserts pointing upward on the ends.

                          I see what you did there. =P If what you're asking is if this building can attach to the colony, the answer is yes. Though it may be through a bit different means than the way the current example environment does. I'll likely show more examples of how it will work as we get closer to release. =)

                          Caldera Entertainment | Twitter | ArtStation

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                            Ah I see. So it would be opened up kinda like a cooler. Just unhook the magnetic locks and slide the lid off. At least that's how I envision it. If I am wrong, please correct me. And I ask because you said the weapons would be inside the crate (not create), right?

                            And interesting. The colony is navigable via the catwalks, yet this asset would be hooked up to the colony via different ways? Soooooo...perhaps an interior door that can be used inside the transition meshes? Oh boy! If that's the case then I'm really excited because that means I can give access to other rooms without my citizens leaving a pressurized chamber! Boy, I hope I'm right. Am I right? Should I be excited? Because now I am excited, and I hope I'm right haha.

                            Also, is the floor flushed with the door? I like how there are steps for the catwalks and square pieces, but not every room should need steps, right? So if the floor is flushed with the door, I think that would be nice because it gives the colony floor fluidity...maybe that's what you would call it? I don't know. I just don't like the idea of having steps for every single room I make within the colony, so it is nice if the floor is flushed with the door.

                            I'm really looking forward to seeing your next couple assets for polaris and will love the opportunity to add this to the colony. I've taken a break from environmental design and have focused on programming (more-so programming the studio's website than the game) in order to allow you the time to finish your asset ideas for polaris. Patience, when I am excited, is not my strong suit, so I have to stay busy somehow hahahaha.

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                              Originally posted by Slavical View Post
                              Ah I see. So it would be opened up kinda like a cooler. Just unhook the magnetic locks and slide the lid off. At least that's how I envision it. If I am wrong, please correct me. And I ask because you said the weapons would be inside the crate (not create), right?

                              And interesting. The colony is navigable via the catwalks, yet this asset would be hooked up to the colony via different ways? Soooooo...perhaps an interior door that can be used inside the transition meshes? Oh boy! If that's the case then I'm really excited because that means I can give access to other rooms without my citizens leaving a pressurized chamber! Boy, I hope I'm right. Am I right? Should I be excited? Because now I am excited, and I hope I'm right haha.

                              Also, is the floor flushed with the door? I like how there are steps for the catwalks and square pieces, but not every room should need steps, right? So if the floor is flushed with the door, I think that would be nice because it gives the colony floor fluidity...maybe that's what you would call it? I don't know. I just don't like the idea of having steps for every single room I make within the colony, so it is nice if the floor is flushed with the door.

                              I'm really looking forward to seeing your next couple assets for polaris and will love the opportunity to add this to the colony. I've taken a break from environmental design and have focused on programming (more-so programming the studio's website than the game) in order to allow you the time to finish your asset ideas for polaris. Patience, when I am excited, is not my strong suit, so I have to stay busy somehow hahahaha.

                              Yeah something to that effect. I was going to have a small display device along the side that could be used to unlock/lock the magnets in place and indicate whether it's open or not via a light. Might still do that actually. =)

                              Well currently with the example map given you transition most of the colony units with the larger transition mesh, or the larger hallway units. You can also transition between units using a direct catwalk, but I think I only did that about once or so in the example environment and with the larger catwalk variation. But the way I envisioned this one was to be a direct catwalk transition, or off along the edges. The size of this unit length/width is equal to the larger units in the Polaris pack, so you can circle the catwalks around it just like those.

                              I do actually like the idea of enclosed, door sized transition pieces though! In fact I'm certainly going to do that. Won't make it in this product, but the next thematic Polaris pack I'll for sure add those. I can even do fully enclosed and windowed variants. =)

                              The floor has a bit of a dip in this environment as well. The reason I did that was to align the surface along the grid usually, since 10cm or 5cm from the bottom of the doorway asset to the next floor is always going to leave a bit of a gap. Though I'll see about what I can do in regards to variants without that going forward. Usually I try to adhere as much to the grid as possible. In fact the interior assets of this pack can be used without the exterior, as they all align to the grid. But your feedback is definitely noted, and as mentioned I will look for ways to accommodate both. Thinking on it now I might even be able to just create an additional floor asset that can be placed in the rooms. If so I can probably slot that in an update to the pack. =)

                              Thanks! I have a lot of cool stuff planned for this collection. It's shaping up to be one of my favorite so far to work on. This most recent one for example, it's a mixture of architecture, props and weapons. That's sort of the approach I want to take with the thematic packs, tackle a certain theme, and deliver content for it regardless of the category. I even plan to add animations to this which is something I haven't done in any of the other packs before. If you have any more feedback or ideas on what you'd like to see next feel free to send it my way! I have the next few packs sort of planned out, but if I can make it fit I'll do it.

                              I'm trying to get these out as quick as I can haha, so hopefully you won't have to wait too long. The Polaris Collection as I see it right now will include multiple phases, the first being ground based and a multitude of assets you'd need for those sort of environments. And there's still quite a ways to go before I'm done with the content I want to make for that. =P


                              Caldera Entertainment | Twitter | ArtStation

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                                Originally posted by SE_JonF View Post
                                Well currently with the example map given you transition most of the colony units with the larger transition mesh, or the larger hallway units. You can also transition between units using a direct catwalk, but I think I only did that about once or so in the example environment and with the larger catwalk variation. But the way I envisioned this one was to be a direct catwalk transition, or off along the edges. The size of this unit length/width is equal to the larger units in the Polaris pack, so you can circle the catwalks around it just like those.

                                I do actually like the idea of enclosed, door sized transition pieces though! In fact I'm certainly going to do that. Won't make it in this product, but the next thematic Polaris pack I'll for sure add those. I can even do fully enclosed and windowed variants. =)
                                Well the idea is to be able to traverse throughout the colony without ever going outside - thus I can't rely on catwalks much. That's why an interior door within the transitions would be awesome; or some kind of interior stairway and/or elevator system. I won't lie, I really like the cat walks and they do provide a way to navigate though the colony in areas that make since - such as the colony entrance, some sort of cargo/supply area that would need outside connection. However, a good sized colony with many people would have everything pressurized, and the colonists would be very upset if the only way to enter a second or third floor would be to leave a pressurized cabin and take the catwalks outside. Does that kinda make sense?

                                But I will be looking forward to those doors, and seeing what you come up with

                                Originally posted by SE_JonF View Post
                                The floor has a bit of a dip in this environment as well. The reason I did that was to align the surface along the grid usually, since 10cm or 5cm from the bottom of the doorway asset to the next floor is always going to leave a bit of a gap. Though I'll see about what I can do in regards to variants without that going forward. Usually I try to adhere as much to the grid as possible. In fact the interior assets of this pack can be used without the exterior, as they all align to the grid. But your feedback is definitely noted, and as mentioned I will look for ways to accommodate both. Thinking on it now I might even be able to just create an additional floor asset that can be placed in the rooms. If so I can probably slot that in an update to the pack. =)
                                I actually like the separate floor mesh better because it allows for modularity (just made up a word). Some rooms could be flushed while others would need steps, and that decision would be based upon the user.

                                And I will be patience as need be buddy. Great work doesn't come in a day.

                                Also.......this place needs a dome. Like a big, glass dome. And goal posts. Big yellow goal posts. And it needs to be 100 yards with a giant logo in the center, like at the 50 yard line. Hmmm...maybe not all of that but the giant dome for sure. Would definitely break up the monotony of square buildings within the colony.

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