This is ridiculously long update about something that took ridiculously long to do...
Corridors
For this update, I want to delve a little into
how I went about creating some seemingly simple corridor assets...which turned out to be anything but!
The initial idea was to create some FPSC-style corridors to link platforms and bits of the station together, something you can play with and arrange in any layout you like. The starting point, as always, was lots and lots of reference photography, much of which I shot myself on various recces throughout January and February.
My idea was to model a 'kit' of base meshes that all shared the same texture. These could be manipulated to give different configurations; straight sections, T-junctions, left and right corners, and stairs. I had assumed I'd only need to model flat ceilings but my recces showed curved, vaulted ceilings are also very prevalent. Rather than choose one or the other, I decided to create a separate kit for just the ceilings. To get an idea of scale, I modelled some basic mockups for GG and played around until I had the right size.
I basically had to approach these corridors like small Lego kits; I needed to model all the pieces I'd need to construct the full segments later on after texturing. Not only that, but the segments had to be able to fit together seamlessly in-engine once assembled. This required a lot of careful thought, and nowhere was this more apparent than the stairs segments. I spent a fortnight mentally planning how I'd construct the staircase, what sections I'd need, and what they'd need to look like. I even start making sketches to work out angles.
It started to drive me a little crazy because I couldn't seem to get the proportions right - it always looks cartoony. Then I had an idea; if I could find out the dimensions of each step, I could accurately model the stairs and then just angle the walls to match. This led me to consult my reference photos again.
The edge of these steps have a metallic nosing on them made by a company called AATI Ltd. So I went and found
AATI's website and, sure enough, not only do they have nice renderings of all their products (including the step nosing seen above) but they also give dimensions for them!
So I went back to my reference images and measured the height and depth of a step in pixels, then used the measurements above to work out what that must convert to in millimetres. I made one step 'to scale' and then duplicated it multiple times to create a staircase. And guess what? It looked spot on; not too steep, not too shallow, steps in proportion, AND it fit almost perfectly into the 200 vertical units gap Game Guru puts between one floor and the next. I then used a
triangle calculator to work out what angle everything needed to go up at; 30.2°. This led to more drawing...
...and some much more successful modelling. Here's the full corridor 'kit' I exported to unwrap. Every corridor segment I made was created from this.
Then it took a day to lay out the UVs and a few more days to texture. I mastered this one in 4K but it could easily be dropped to 2K without too much loss of quality.
Then I repeated the process with the ceilings, creating a single kit containing both flat and curved ceiling elements, exporting it all, UV mapping it, texturing it, and then gradually reassembling it into different segments back in Anim8or. The curved ceilings presented lots of challenges from a modelling point-of-view, the flat ceilings were easier to model but any gaps between segments were more obvious so they needed to be millimetrically precise.
Finally, today, I've been able to get a small mock-up of a few segments into SketchFab so I could finalise the look of the gloss and normal map textures and do some beauty renders. As usual, they won't look this good in Game Guru at the moment, but with some development to the lighting engine, these segments could really start to shine (quite literally, they have _emissive maps too!).
Whilst a lot of work, the two 'kits' I exported (corridors and ceilings) have resulted in 22 separate models for Game Guru that can be mixed and matched accordingly. I also have a few ideas for additional corridor sections I'd like to model to add more options.
What keeps me going through all this, aside from an almost fanatically devotion to creating realistic assets for what will most likely be zero monetary gain, is your continued support. Every comment I get on here is very much appreciated, so thank you. And if you've actually read all this, I hope you found it at least a little bit interesting!
Until next time...
AE