Saturday, April 2, 2016

Command Bunker

Hello again!  So I was recently introduced to a fellow veteran and 3D artist who made the suggestion that I create a small but complete environment as my next project.  She's been most helpful and kind in offering me feedback and guidance and, thus the Command Bunker is born.

This is going to be a bit of a departure from my usual subject matter as I'm going with modern to near future this time around.  I decided to base this on a scene from the movie Edge of Tomorrow with Tom Cruise and Emily Blunt.

I grabbed about a dozen screenshots from the movie and settled on two in particular to use as my primary concept images:





Both of these give me the best overview of the environment.  As I worked on cleaning up and dissecting these images, I decided this area is going to act as a mission planning, gear up room that a player might visit prior to choosing and proceeding to a game mission.  The lockers can be used to choose player loadout, the firing range can be used by the player to sight in and test their weapons after making adjustments at the work bench, and the holo-table can be used to select from available missions.  That's as far as I've gotten in the concept for now and its enough to get started.

I did a couple of paint overs to separate out assets.  My artist friend suggested I use in-engine geometry (BSP) wherever possible because, where she works and the engine they use, the environment art team utilizes BSP a majority of the time.  Everything that I've researched about Unreal BSP says that its always preferable to use static meshes instead due to the overhead.  With this in mind, I decided to split the difference and use BSP for the primary surfaces; floors, walls, ceilings, stairs, and create static meshes for everything else.  The paint overs are below:




Assets:
- Center table (environment focus)

1) Concrete barrier
2) Locker (usable asset, player loadout)
3) Work bench (useable asset, weapon upgrade/calibration)
4) Stool
5) Concrete structural joist
6) Wall junction box
7) Pelican gun case
8) Flight helmet
9) Steel pelican case
10) Overhead caution barrier
11) Fluorescent light
12) Small tool box
13) Ammo
14) Shotgun
15) AR
16) Shell casing

17) Work bench machinery (bonus assets)

Number 17+ will be anything that the scene needs as I get closer to completing it.

After that I did a basic break down of the tileable textures and decals for the environment:




And from all of this built the texture list:

1) Conrete walls and ceiling
2) Concrete floors
3) Padded cloth walls

Decals:

1) Bullet holes
2) Energy burns
3) Vents
4) Stenciled text
5) Cracks/damage

With the environment broken down and a basic concept roughed out, I jumped into UE4 and blocked out the level to get a sense of scale:





Thanks for reading and I'll see you again soon!