Hello Polycount,
Started working on a Castle Grayskull here and would just like to show what I have to so far. Most things are pretty set like the towers and windows, but still a lot of work left.
The rocks and spine still have a lot of work left. I really would like an opinion of how the skull is looking so far. I don't usually do characters, so it was kind of fun to work on the skull, but I feel like it could still be better. I do plan to combine all the teeth into one mesh to save a lot of polys and make it look more like a solid piece.
Referance (the statue version)
http://www.actionfigurepics.com/2012/10/nycc-2012-icon-heroes-castle-grayskull
Replies
As an environment person with no character experience at all, I think the skull looks great.
I'm curious to see what you do about color variation on the castle, as obviously it would be a bit boring if you stuck with the reference and went all green :P I love spooky stylistic stuff and use lots of greens/purples/blues whenever I go for that look. Seems like a fit here too maybe?
Beyond that, you might want to consider blending the castle into the ground via vertex colour. Additionally, dressing the environment with some creepy dead trees, rubble, and whatever other props you might expect to see will go a long way.
Once that stuff is tackled, it'll be time to look at lighting.
I added some trees, rocks, and more grass. A couple of problems have occurred when rendering now:
- The trees are not casting shadows
- Some weird shadows are appearing on the bricks of the castle
I'm guessing both problems could be occurring from the light maps. But the trees a light map (UDK Generated). The rocks are casting shadows on the ground so I don't think its a problem with the landscape. The bricks never had this problem before.
I was messing around with the LODs and might have messed up the castle when testing the options with it. So I might just re import it and see if that works.
Last question, this takes 2 hours to render on production lighting. Is this normal? I do have LODS set up, I have a lightmass importance volume around just the middle part, and the LightMap Resolutions arent too high. The highest is the castle at 128, the rest are 64 for the close meshes and 16 farther away. I'm sure it is because of all the transparent tress and grass though.
Thanks!
I don't even know why I asked those questions, I figured out the answers the next day, lol
Something like this, Its from a game called Chivalry (They have some seriously cool maps in that game)