DIRTY BOMB inspired environment


(el_droidio) #1

Hello everyone, so I’m in my third year studying video game design at Staffordshire university, England. And for my final year project I decided to make an environment based on DIRTY BOMB.

The environment is made in unreal engine 4, Everything is modeled in 3ds Max 2015, textured using 3D coat and Photoshop. It is also based off of the real life location, The Bullring in Birmingham.








I cant embed the sketchfab viewer so here is a link to it instead: https://sketchfab.com/models/a39c7cc53e684507bb2671eeefa8976b?utm_source=oembed&utm_medium=embed&utm_campaign=a39c7cc53e684507bb2671eeefa8976b

UPDATE

I had some extra time the other day and made Naders grenade launcher, I’m adding it to the PC in my environment so you can around shooting yellow balls whilst looking at the environment. Its not my best work by a long shot, but it only took me 4-5 hours start to finish so I cant complain.



Also, if anyone has any questions or feedback, I will happily answer and graciously accept both.

My online portfolio:
https://negi.artstation.com/


(DB Genome editor) #2

Overall it looks really nice and captures the DB vibe very well. However, there are a few points which I think are worth mentioning:

  • I would ease-off a bit on the vines. In a lot of places they clearly look repetitive, but also some clusters seem to be growing out of nowhere (for instance those dangling from the ledges surrounding the pylon pit).

  • There is something weird with the refraction effects generated by the glass railings, as if it was super thick or made of water sandwiched between glass panes… There is too much distortion between what you see through the railing and what you see around or above it. It is especially noticeable with some of the containers where the top and bottom appear completely misaligned, but also in the railing itself where the vertical structure gets duplicated and in one location the ledge itself as well:
    http://i.imgur.com/mTCX4TL.jpg
    http://i.imgur.com/G7fRZgh.jpg

  • There is at least one discontinuity in the ceiling glass panes pattern, and in one area the pattern is distorted and no longer square:
    http://i.imgur.com/QShcrI7.jpg

Hope this helps, keep up the good work!


(RazielWarmonic) #3

This is awesome.


(bontsa) #4

Now that we have yet again clear (as if it was not clear enough already) evidence about the talents in this community, how about that map SDK @Nexon @SplashDamage ?


(Freezer_Boss) #5

One word for this : DOPE


(Szakalot) #6

can someone from SD please hire this guy for more maps production?

Surely UT3engine can’t be that far off in design!

This area clearly shows how DB maps lack that awesome verticality we saw in RTCW (beach), ET (radar, fueldump, heck even tram) or QW (slipgate last obj, area22 last obj). I would love to play this multilayered setup!


(HonourBound) #7

awesome! looks like a map i’d really like to play :blush:


(iPanic) #8

@RazielWarmonic This needs to be a thing… Right now, as in you need to talk to SD about this map, right now.


(Cuck) #9

an objective maps where the map keeps going donw and even further down and it went really dark that you need a flashlight to see

that is awesome


(XavienX) #10

Ok, you inspired me to pursue animation major.


(Glot) #11

Greatwork, Man!


(The_Enema_Bandit) #12

Decent. :slight_smile:

But I’m afraid that OMG ITS SO UNBALANCED FIX IT SD I WANT MY MONEY BACK NAL!11 IM NOT AN ANGRY KID I SWEAR 1v1 ME!!111


(Torch189) #13

@el_droidio Man, this is amazing! I admire your job, here. Just finished high school and I am very interested in graphic design and to see stuff like this that can be made, really feels good. Once again, awesome job, keep on!


(Sinee) #14

Very nice. SD oughta hire you ASAP for map design!

There are some imperfections (that I never would have noticed had they not been pointed out for some reason…) but unless someone asks for critiques/constructive criticism, I tend to not give it. :slight_smile:

I think, given the amount of detail and the fact I assume you did this solo or mostly solo, it’s pretty fucking good. Kudos!


(DB Genome editor) #15

Well thanks @Mercy, way to make me feel like a nit-picking a-hole :’(

Silly me, assuming someone posting something like that would actually be excepting feedback… :wink:


(Sinee) #16

Well thanks @Mercy, way to make me feel like a nit-picking a-hole :’(

Silly me, assuming someone posting something like that would actually be excepting feedback… :wink: [/quote]

I appreciate you have a hawkeye for inconsistencies like WOW you must be a designer’s worst nightmare. I never would’ve even seen that stuff. :smiley:


(KattiValk) #17

It looks really nice. :slight_smile:
What did you do to animate the yellow pipe (rope?) that bounces at around :30? The limited height segments really show and give it a weird blocky feel.

@Djiesse 3DS Max is very fickle with its refractions and shadows. I’ve had some crazy unexplainable lighting errors using it that still boggle my mind.


(el_droidio) #18

@Djiesse Genuinely thank you for the criticism. Most of those issues come from the glass shader itself, I couldn’t get the refraction values quite right, I’m still working on it but I did create a really weird shader for it so its not the easiest to fix. As for the foliage, it was more of a last minute addition which is why it looks a little odd. But without it the entire scene just looked a little crazy.

@bontsa Personally I would disagree with doing so, the environment I created would be a tiny part of a map and is focused completely on the way it looks. Making full, balanced maps takes dev team rather than a guy with UE3 and 3ds MAX. Especially at the size of the maps of DB.

@Szakalot UE3 is fairly similair, its just a lot more fickle about the way you use it.

@buffMonorail Yes, Just yes.

@Xavien Nice, always need more animators, never could get on with it myself.

@The_Enema_Bandit M9, the particle effects have aimbot I swear…

@Mercy Cheers dude, you should see some of the cheeky issues I have that haven’t been noticed yet. Like some of the sides of the floor are un-textured. Didn’t notice myself until I posted on here XD

@Incoming Its and a cable actor from inside unreal, without it you could get the same effect with a rigged cylinder with physics attached, but its a lot of work to make that happen, its also not supposed to jump around anywhere near as much as it did, fixed now but hey. Also its not an Max render, max still doesn’t support PBR so rendering in it is out the window

@RazielWarmonic @Freezer_Boss @HonourBound @iPanic @Glottis-3D @Torch Thanks for the comments I really appreciate them.

I’ll post some more stuff soon once its ready.


(Freezer_Boss) #19

Cool, i will love to see some more


(KattiValk) #20

@el_droidio Ah. I’ve personally never had the time to tinker in UE, but it sounds fun. :smile: