Apologies for the awful title, first of all.
More work on the engine. I replaced all the handrails. All of them. I’ve also replaced (nearly) all of Valve’s pipes with my own. I’m interested in the approach that they took with pipes. They have standard lengths of straight pipes (128, 256 and 512), but also specific corner sections – left 90 degrees, right 90, up 90, down 90. I just made a single 90-degree bend which can be used in any direction. Then again, I’m pretty sure that Valve made far more models than they actually used in the end, so that’s what they ultimately went with. We don’t have such luxuries, sadly.
I did some work on the interior of the engine. There’s a smallish area that you can go in (and it’s integral to the way this area plays out). It started off with a central, horizontal cylindrical shaft, with blue glowing laser beams, but I was never happy with it – it feels too clichéd and generally a bit dull. So, keeping the shaft, I decided on having some long, helical pipes going through it, diverging at the point where the shaft meets the chamber (stop sniggering). After some experimentation with modelling the helices, it became apparent that they weren’t feasible – to do a helix with enough turns (and with at least 12 sides so it looks cylindrical) would have put each one at around 1000 polygons. With at least 8 inside the shaft, you’re looking at the polycount of a character model. I also really dislike having special-case models – ones that can’t really be used elsewhere.
So, I employed my newly-created pipes and made this. I was very pleasantly surpised by the result:
It’s still not finished (obviously), but it’s a great backdrop to what will take place there.