Hey guys i am making a level in the UDK to use as my game's main menu, and was looking for some advice and crits. I quickly blocked out my level today, and took a screenshot. Constructive criticism is more than welcome please
I have sorta hit a mind blank as to any more details/meshes i can add in to give this room a more sci-fi sorta look to it, any help here? What can i add/change to make it look like a real sci-fi room?
The room is meant to be a briefing room for marines before they are teleported to the front lines in case a background for the room helps you guys help me.
So what do you guys think?
Thanks,
biggest_kid
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Also included a bot for scale comparisons. At this point i am considering bringing the ceiling and walls down as the room currently looks extremely vast when compared to the player, as if he was standing in an aircraft hangar, when really its meant to be a room on a small ship. Would you guys agree?
What else can i add in to make it look more sci fi?
Thanks
Also, more displays. In any sort of fight, information is key and can make or break the battle. You want to give your group of marines, every possible bit of information that the people working in this room can possibly get their hands on, from the people they are fighting and the weapons being used, down to the weather where the fight is actually taking place....so however you do it, whether it be in the form of some sort of holographic tactical map with corresponding data overlays of specific tactical points of interest, or a more traditional and modern flat panel screen....there is nothing wrong inmy opinion with going low-tech and using things people know and can easily recognize...think along the lines of new BSG and the CIC aboard the Galactica. It all really depends on how the specifics of the story are laid out.
I realise the desk is now too big, and im going to make a podium for people to stand on so it can be looked over. I am in the process of turning the desk into a computer console/panel, and will now put a briefing table in the middle of the room. I also adjusted the height of the ceiling/walls so that the room does not look so big.
I also wanted to show you guys a pic of the teleporter i am modeling, and get some ideas as to where i can go next.
As you can see i have the main unit done, with some door like things folded back inside the main unit. I also have two large boxes, presumably generators or something of the sort beside the main unit. What else you guys suggest i add to make it look like a convincing teleporter?
Thanks,
big
Anything else i can add? How is the teleporter?
Thanks
Hows it looking so far?
As you can see though, the wall near the door is incredibly bare. What would u guys suggest i add there to take up some space? (Remember that this is warhammer, i need to make it look a bit more wh40k-ish, so preferably ideas from wh40k thanks)
Thanks, big
What do you guys think of the new lights? What else can i add/alter in this scene to make it look better?
As it's a briefing room, the holoprojector doesn't really make sense, unless the whole room is centred around it because you want people to see what they're up to. As such, perhaps it's best to make it into a pit-projector like the one in Star Wars, which I've looked-up for you right here.
Oh, and for next time, please use a light color instead of that blocked stuff? It's so uneasy on my eyes
And i am displaying something on the table, it is going to be a hologram of the terrain of a planet, i just havnt worked out how to achieve a hologram effect in the UDK yet.