Scope
Hallway wall of a grid-based building system, part of Abyss Lab Created 2021 |
Asset
LOD: 2150 tris, 1600 tris, 800 tris, 250 tris 1024 px texture in-game |
Creation
3D-Modeling using Blender 3D-Texturing using Substance Painter |
Design & Expectation
As may seen in the upper left picture, hallway walls are supposed to be set next to each other seemlessly.
This room does not serve a certain purpose. It's rather a standard room type for corridors or areas where soldiers can be mustered up. Furthermore we had the expectation that pillars should intercept this type of wall reasonable. Im terms of design I dared to experiment.
Art Dèco and Brutalism do not have much in common - except time period in history and their use of concrete. First I collected pictures of Art Dèco buildings, as well as Brutalistic ones, military structures and machinery. I experimented with various shapes and details where I found similarities. For example there was a picture of a bunker with strong, curved pillars which were crossed by a pipe. I kept the curved capitel of the pillar and added Art Dèco-esk structures, but only those which were rectangular. I did not want to lose the safety-aspect of a bunker structure. Next one was adding Sci-Fi machinery and various pipes. Somehow other rooms have to be provided with electricity and water. Furthermore it would be useful to have lightsources in regular intervals. Despite my first idea to keep the color-palette very desaturated and neutral, the main colors are copper-red and a dark green now - complimentary colors. I felt like the player could be depressed when they are were forced to look at dark-grey walls, since usually the hallway dominates the building that the player creates. On the other hand this type of room is not important - that's why I kept the colors dark and a little desaturated. Players should rather focus on the laboratory and cells. |