Abandoned Mental Hospital WIP Art Dump

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User offline. Last seen 11 hours 22 min ago.
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Hey guys,

 

I have been meaning to do this for a long time and thought it would be cool to make a Abandoned Mental Hospital, as there are many opportunities for all kinds of cool stuff.

 

I have started by making a hospital bed.

Its not sculpted yet and is still WIP but i thought i would post it so i could get some critique on the cloth (after running the simulations in Blender for the best part of the weekend...lol).

 

1a

  

1b
  

1c
 

 

And some wires Smiling

 

  

 

At the moment i think 1c is my favorite, so im leaning toward that one currently

 

Im also thinking of using them all and making them modular but the 2nd set of UV's trick for the AO map wouldn't work as the cloth would be different on each one  :S

Maybe someone knows of a way around this little conundrum?

 

Any comments would be groovy Smiling

User offline. Last seen 2 years 9 weeks ago.
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Looking good Andy.

I agree and think 1C is your best choice. The others have some edges on the sheet that look a bit too neat but would probably work once you got everything textured and the environment lit.

I think planning your layout first before doing prop work would help more but I like seeing cool props so have at it. Smiling

Not much you could do modular for the bed besides supports but you'll be gtg for walls, columns, etc... for the structural stuff.

EDIT: Wanted to add a few more comments for you.

I think having small details that help tell a story visually are great. It keeps the scene from being generic. Something like http://farm4.static.flickr.com/3294/2758349406_18de1e983f.jpg?v=0 is creepy and immediately tells a story. Just like this shot does as well. http://www.abandoned-britain.com/PP/westpark/images/5.jpg

 

 

User offline. Last seen 12 hours 14 min ago.
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 This is looking great but could be pushed. Let me show you some examples that could make this an awesome portfolio piece.

Dont forget the pee stains...

Basically the goal would be to get information for the normal map, and make it look as nappy as possible Smiling

-Riki

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Looks like pics from my home. :P 

Nice reference Riki. 

User offline. Last seen 12 hours 14 min ago.
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 Yeah, I was thinking of you when I saw the pee stains, haha. Sticking out tongue

I keed, I keeed

-Riki

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 Actually I was thinking the same thing when I saw the reference. We have a pee free policy at my house. :P 

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 haha

-Riki

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Riki,

 

Great reference images! I most definitely agree. Use the normals to really bring out the grunge, grime, wear, and tear of the bed.  Might I suggest a bunk bed as well.  If you were doing a scene with multiple bed types, I think this would give some great variety.

Insane_Asylem_Bunk.jpg
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Thanks for the comments guys Smiling

There are some really nice ref. pics in there ...apart from the one Ceribral posted....that is just nasty mate. Sticking out tongue

 

I have done some more bits and bobs, but im waiting for Zbrush 3.5 to be released so i can try the noise tool to get some rust on the bed.

 

In hindsight the cloth could have been done much faster with sculpting, but i used it as a good excuse to put Blenders Cloth system through its paces and i think the results turned out well.

 

I will post some pics tonight of my progress Laughing out loud

 

Thanks again guys!

User offline. Last seen 1 day 18 hours ago.
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Haha! I know its pretty nasty. That stuff all over the bed isn't what it looks like. There was a fire that burned the building down. These were some of the remaining beds.

 

If you can, let me know what you think about the side project I am working on. I will have an update by tonight as well.

http://eat3d.com/forum/art-gallery/asset-re-creation

I can't wait to see your next update! Keep up the great work buddy.

 

-Jeremy-

 

 

User offline. Last seen 12 weeks 13 hours ago.
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Take a look at this website:

http://oboylephoto.com/ruins/index.htm

Really nice reference and atmospheres in the photos Smiling

User offline. Last seen 1 day 18 hours ago.
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JACKPOT!! Nice ref site buddy!

 

Great ambiance and atmospherics. The images have such variety and creativity built into each individual one, and display a wide use of lighting situations! Thanks for the post.

 

-Jeremy-

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Hey guys,

Thanks for being so patient with the lack of updates Smiling

@Rob,
Nice side there man!
I gonna bookmark that one for sure Laughing out loud

I have been tinkering around with the pillow and thought i would post it

Still WIP, so be kind Sticking out tongue

That's a shot straight from Zbrush (man i love that program ^^ ), so please excuse the lack of AA

Any thoughts ?

User offline. Last seen 1 day 18 hours ago.
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Depending on the contents of the pillow, I would make a couple of changes/add-ons.

What is the pillow filled with?

-Soft sand
-Feathers
-Tekoya
-etc.

I would add on seams even if it was just subtle ones. Perhaps a bit more recognizable corners would help it to further take shape. At the moment, it looks a bit like a rut sack or sand bag.

Looking good buddy! Keep up the good work and keep us posted!

-Jeremy-

Pillow.jpg hospital-bed1.jpg Pillow-Case-130H-2T.jpg
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Thanks for the reply mate,

I may have gone over the top with the creases and folds, but its so much fun! Sticking out tongue

Its just meant to be a skanky old pillow, which i exaggerated a little so the normal would read better.

I like your idea about adding seams/stitches though and i will see what i can do with the corners Smiling

Thanks again mate!

User offline. Last seen 6 days 15 hours ago.
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Looking great Andy!, cant wait to see you finish this one

 -B

User offline. Last seen 1 day 18 hours ago.
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OHH!! SOORRYYY XD

I made this quick model to show you an example of some harder seems and never posted it lol. I modeled and sculpted it real quick so don't make fun!

P.S. The pillow below is the base pillow without a pillow case. It also is filled with soft white sand and feathers. (The normal packing material for insane asylums. Don't ask how I know :)

Keep us updated Metalliandy!

Hope you find the pic of some ref use.

-Jeremy-

Ceribral_Pillow_Model.jpg
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Cheers guys Smiling

Here is another WIP of the pillow...i didnt have much time today but should be able to do more this evening Smiling

I think its maybe looking a little inflated so i may scale it down later.

Thanks again guys!

User offline. Last seen 1 day 18 hours ago.
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Great job buddy! That is looking a ton better! I like the harder seams you gave it. It is much easier now to recognize it as a pillow. Keep up the great work.

- Perhaps adding some cushion areas would further its visual goal. It looks a bit like a really wrinkly fabric like a silk material is the pillow case. Try to tighten it up a bit and give larger wrinkles with fewer detail wrinkles. Just an idea. Keep playing around with it buddy and thanks for the update. It is really starting to take form!

Great work!

-Jeremy-

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Looking good Andy!

I'm going to agree with most of the comments already said especially about the corners. Less can definitely mean more when it comes to folds and what not. Even if it looks cool you could be drawing too much attention to it when everything is put into the final scene.

Again think more on telling a story with your scene and the props involved. Perhaps certain impressions in the pillow that can give the viewer thoughts on wth went on here. Something along the lines of someone who was swinging their head violently while being restrained. 

User offline. Last seen 11 hours 22 min ago.
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Hey guys,

 

Sorry for the long wait for updates, i have been working away on the bed (and other assets) but forgot to update the post! :S

 

I have finished the LP and managed to reduce the polycount (thanks to crit by Mark and B) to 1361 tri's and im happy with the result so i will start texturing tonight :)

 

 

Any ideas that you all may have for texturing would be really welcome...it will be nice to see how far i can take this baby Smiling

 

Thanks for looking Laughing out loud

User offline. Last seen 6 days 15 hours ago.
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Job well done Andy, cant wait to see this textured

 

-B

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Cheers B Smiling

I have done the first pass of the Diffuse and Normal maps (still have to do the spec.)

I used the approximate ambient occlusion for the AO so please ignore the rendering artifacts:P

The method is extremely fast but unfortunately can leave nasty marks and errors all over the place but this isnt final and was only rendered to help me with the texturing process...the final with be full quality, but i need to figure out a decent pipeline in Blender to use multiple UV's sets for the Unreal shader.

I also thought i would use Marmoset for wip texture viewing this time, but im still going to put it in unreal for the final.

 

Comment and critique are welcome Laughing out loud

User offline. Last seen 6 days 15 hours ago.
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man I wouldnt sleep in that thing if my life depeneded on it. Looks really good Andy, the only crit I have is the bedsheet and cover look a little like burlap, is that what you were going for, if so, then well done

 Good job man

 -B

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Looks great man!  One thing it could really use is some large stains to break things up. Also B has a good point about the burlap, the folds make the sheet look thin, so the grit details are a bit too big and contradicts it a bit.  Id also throw a Hue Saturation adjustment layer or 2 and use some nice textures as the mask, this will break up the colors some. Cheers!

 

-Riki

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Both B and Riki have some great points. I would also consider desaturating the textures a bit, and rely on lighting to give you dominate colors. Making your colors too prominant can cause it to look really nasty when you put it into a game and try to add lighting. You textures that have more of a desaturated base to them so that the lighting in the room or atmosphere won't make it look muddy. For example: your bed is a deep blue. If you wanted a red or yellow alert sign or light above the bed, the combination of yellow and blue would turn your bed into a nasty deep bluish green color. If you look at the models from Unreal Tournament, They are very desaturated. Try it out and let see what happens. Great job buddy!

 

Keep up the hard work.

P.S. I would leave a bit more room for texturing the pillow, It is pretty small comparatively on the uv layout.

 

Keep the updates coming :D

 

-Jeremy-

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Thanks for the crit guys Smiling

 @Jeremy

Thanks for the comments!

When i get this all in-game,  i will take a butchers to see if it need desaturating Smiling

The Pillow may look a little small but the whole map is actually 1:1...it might be because only one side of the pillow is modeled on the LP maybe?

I have done quite a bit more, though some of it is subtle Sticking out tongue

 

 

Lets see...Ive done the first Specular pass and reduced the cloth details in the Normal and Diffuse (cheers B!) as well as reducing the cloth detail where the stains are (Masks FTW! :P) and have also added the Hue/Sat that Riki suggested along with a cavity map and CB pass on the Rust.

The Specular is looking a little hot in someplace so that definitely needs some work, but as a first pass im rather happy with it Smiling

 

All in all im quite pleased Laughing out loud

 

 

Thanks for looking guys Smiling

 

(@Jeremy i edited your post to include the second comment you made and deleted the double post...dont forget there is an edit button mate Sticking out tongue)

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Great going on the model buddy!

 

It is really coming along. I could see this model in a game like the punisher, resident evil, or even doom. Great job man. And thanks for editing the post. I was in a rush when I posted and didn't have time to go back. Thanks for doing that!

 

-Jeremy-

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Hey all,

 

Another small update Smiling

 

Ive added stains and grime the mattress and reduced the normal detail where the stains are (as with the rest of the textures)and have also started progressing within UE as i have sorted the pipeline for 2 UV's, so we are good to go Laughing out loud

(the Specular is still a little strong)

 

As you can see, the AO has been removed from the Diffuse and Specular  textures because is now all done through the second UV in each model, within UE.

I have also added a detail Specular and Normal, though the Specular is very hot currently.

 

 

UE is really kicking my textures and blurring them horribly, but im working a fix now...it looks like the same problem that Chris had in THIS thread

 

Got one more bed to make and i may make another 3 sets for bed rubble for ultimate modularity :D

 

Any Crits so far?

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After talking to Riki, i changed the LODGroup in the texture properties from world  to UI. Worked like a charm Smiling

This could never work for a game though as the textures are essentially uncompressed but its great for the portfolio Smiling

Cheers Riki!

 

UI LODGroup                World LODGroup

User offline. Last seen 6 days 15 hours ago.
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Good job Andy, I think your stains look great, the only crit i have I have is the bed looks a little wet, although thats not really a bad thing, since it is pretty run down

 

 -B

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Cheers B Smiling

 

Yea i agree mate...its prob. because the spec. is really hot but i will fix it soon Smiling

 

User offline. Last seen 1 day 18 hours ago.
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Metalliandy,

 

Great job buddy. This has really come a long way. I think it would be a terrific portfolio piece! I would say, what could make it an even better peice is creating several texture variations as well. Possibly creating different levels of grunge or tears would really give it a nice touch.

 

HERE ARE SOME SWEET IDEAS TO KEEP IN MIND

1. If possible, model a box spring and create an opacity map for the mattress. Make sure that the opacity map has tears in it. Then stick the box spring into your mattress and assign the opacity map to the mattress. This will cause an effect to occur where it looks like the mattress is ripped open exposing the box spring in the middle.

2. I think that painting a seam on your texture map would really give this thing new life.

 

With your permission, do you think I could mess around with the texture and paint on it a little bit?

I had some Ideas I wanted to play with and give you

 

-Jeremy-

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Thanks for the comments Jeremy Smiling

 

I would love to see the ideas you have, feel free to paint away and post the result Smiling

 

I like the spring idea and i have some room on the texture for it so i will see what i can do!

As for the texture variation, i will have to think about it a little harder because its currently using one texture for the whole set and i have to think about the performance issues that could be a factor.

But the texture is still WIP so i should be able to add extra details and polish no worries Laughing out loud

 

Thanks again mate Smiling

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No problem buddy! I will paint a couple things and get them posted asap.

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Metalliandy,

 

Ok so I did a great amount of editing and painting, (Even though it might not be to apparent.) I also had to optimize the .jpg so it would fit in the 1MB limit.

All of the elements I added are just experimental. I don't know how they will look on the model but hopefully it won't be too bad lol.

 

I added some quick tears to the bottom of the mattress and a new layer of grunge, an exposed rip, levels, saturation, color adjustments, and created a new subtle detail level.

If you could, apply it to the model and post an image so I could see what mistakes needed to be changed. If you have time of course

-Jeremy-

Texture.jpg
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Thanks for the input Jeremy Smiling

 

Im going to try and figure out a way to add the tears but im concerned that they will make the bed a little too unique :S

If i can find a way of overlaying the tears but not having the on the texture it would be great...maybe i could add them as a decal?

 

Also i checked my ref for the mattress and it doesn't show any stitching but i may add it anyway Smiling

 

Here is the Shader i have set up for the bed

 

I really recommend the Unreal Materials DVD...its got some nice stuff in there and that's where i got the info to pull of the AO shadows trick Laughing out loud

 

The Specular Map is killing me at the moment as im finding it hard to get a good balance and it still looks to hot for my liking, but i shall continue to work away on it until its perfect.

 

Any Critique on the Spec. would be great...im happy with the Diffuse and Normal so they are 98% done.

 

Thanks for looking guys Smiling

 

User offline. Last seen 2 years 9 weeks ago.
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 Ok finally getting to comment on this thing. :) 

Looking really good Andy.

  • I think the mattress and sheet are reading like concrete (everything looks too hard).
  • The metal is looking a bit too noisy as well.  
  • Also you might want to soften your shadows on your maps. Places like the cloth folds and egde of the pillow are too dark in the render. I guess that could be from the render but seeing your diffuse at least makes me think you have painted too much into it. Let you AO and normal bakes help out on your shadow information and let the render do the rest. 
  • You're getting some really good bang for the buck on the folded cloth on that low geo. Smiling
  • I'm getting a STALKER vibe from these pieces which is a good thing. I loved the look of that game cause it set a great mood of dread. 
User offline. Last seen 11 hours 22 min ago.
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Hey all,

Just a few updates and beauty shots Smiling

I just posted it all over at PC so i thought i would spam a little more here too Sticking out tongue

User offline. Last seen 1 day 18 hours ago.
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Great job on the updates buddy!

Its looking great

 

-Jeremy-

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hey guys,

 

Sorry for the lack of updates and lack of posts in general over the past few days.

I have just moved house and am unfortunately without a 3d capable machine and am also stuck with a 100-200k connections :S

As soon as i get everything back to normal i will report back in for duty!

 

Smiling

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No problem buddy! Glad to hear from you

Thanks for keeping in touch XD

-Jeremy-

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Hey guys,

Here is a small update...nothing amazing but ti thought i would post it anyway Smiling

 

I will post some more stuff later!

 

C+C welcome Smiling

Wall_Heater.jpg
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This is looking very nice. I like the texture work, but at the same time, it seems a bit bland and repetitive. Perhaps adding some "Damage" or leaking at the bottom of the vent will help to bring it out.

 

Keep up the great work! I can't wait to see it done

 

-Jeremy-

User offline. Last seen 6 days 15 hours ago.
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I agree, that is very nice work Andy

 

 -B

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 Going to agree with ceribal. Push the damage and grime in your texture. Keep pushing that spec. :) 

User offline. Last seen 11 hours 22 min ago.
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Thanks for the crit. guys Smiling

 

Im just reinstalling Vista, but i will post an update soon Laughing out loud

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Hey guys,

 

Here are a few more small WIP updates on some stuff i have been working on since my last post (including the wire/AO shot of the heater)

I tried to make the cabinets detail a little generic as i want to texture a few different versions (metal and wood) so i can reuse them later.

     

 

C+C is welcome

User offline. Last seen 12 weeks 13 hours ago.
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Wondering how the cabinet is gonna turn out if you make a wood one.
It definately looks more metal than wood, but give it a try, cause it could turn out great!

Nice work on the Oxygen Tank also, but I'm missing a connection to where the air goes in/out (if I'm not mistaking)
Keep up the good work Smiling

User offline. Last seen 11 hours 22 min ago.
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Thanks for the comments Rob Smiling

 

Everything is WIP still so i will be adding more to the tank, including the connection/hose Sticking out tongue

That was one of the first things B pointed out too. lol

User offline. Last seen 11 hours 22 min ago.
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Just another quick update
I have added the connector for the hose and messed around with the placement of the dials.

 

Im going to start on the LP now and see where that takes me.

C+C would be groovy

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