Hello polycounter and polycounteress !
This is my very first WIP post on a personal project, so let me introduce myslef. I am Romain, 21 years old and I just graduated in videogame art. I am currently making my portfolio and I decided to make my WIP post on a scene I already had started. The concept art of this scene isn’t from me , but from the very talented
Artyom Vlaskin.
This is the beginning of my scene on UDK ( The black outline is only a test, I don’t know yet if I will keep it or not )
Here is Artyom Vlaskin artistic concept :
LAST UPDATE (17/12/2012) :
Here is the beginning of my scene (
here a link without the outline ):
Here are a few sculpts :
My next step : The canon or the tiled roof
All your comments, opinions and criticisms are welcomed!
Thank you for watching my post.
Replies
I like the sculpts. Mind sharing some flats?
Looking forward to new updates!
Just one thing, and maybe it's just me, but I feel like the chest could stand out a bit more.
Now it's almost the same color as the wood around it.
Wich probaly in a game, or from a distance might make it harder to see, or give this feeling that the chest isn't important/just a prop.
I do like the black outline, gives me some sort of fantasy borderlands vibe.
I mean, if the chests are "usable" as in shiny loot in them I'd have made them stand out a bit more as well. But if they're just there for decoration that they're fine. Great job all around!
Great work man keep it up!
Agreed. I've also been working on developing my wood sculpting abilities and would like to see your approach. Are you using alphas for the smaller details or doing it all by hand?
looks epic, but definitely have to agree with above.
@ Gannon / Jessica Dinh: No problem, I'll be changing for better textures. I will share them afterwards.
@ MystiqueX : Thank you, I'll work on that.
@ Joeriv / locater16 / Seraph Fawkes / CandyStripes05: I'm working on the chest's texture. On the concept art, it's more than a simple « props ». I'm currently adjusting the contrast and the color of all textures.
@ Macattackk / Mr.Craft / Justin DeVore / Quickel : First, I'll take some photographs of the wood. Then, I'll clean them and make an alpha in photoshop for the wood's veins and cracks. Secondly, I'll sculpt the « shape » of the wood with the TrimDynamique and the PolishHard. I'm thinking about taking a little bit the "Fast Mallet" as well but I don't really like this brush. I'll use the Projection Master with my wood alpha for high frequencies. Eventually, I'll use the famous « Orb Cracks » for the big cracks and veins.
I'm actually working on the tiles*! But i'm sick like hell ... I take my times*!
Orbs Cracks brush is the best I use it all the time.
Also, is there a tutorial you followed for the outlines?
Otherwise its really gorgeous!
I made the lantern with the skeleton, some props, the tiles and the rope.
I also adjust the wood contrast, color and saturation. I change the mip maping generation too.
Here is the last update on UDK :
Here some sculpts :
And here some flats (in order : skeleton, tiles and woodbox)
Next step : the canon and the floor !
All your comments, opinions and criticisms are welcomed!
Thank you for watching my post !!
I would say though that right now every prop has just its own base color. You need to integrate it all together by putting more greens and purples overall...
A nice tutorial for that would be Tyson's Murphy hand painted weapon texturing.
http://www.3dmotive.com/training/photoshop/hand-painted-weapon-texturing/?follow=true
Cheers!
Se
I am a hint jealous... This concept has been on my backburner of projects I wanted to do... haha. Keep it up! Will be watching.
PS: That's just a matter of personal taste but I think your skull jaw is too large. I mean that the chin/teeth area is usually thiner.(Your's a One piece (you know, the anime...) look.
Keep the updates, I can(t wait to see more of this!
I made the floors, the stairs and the "contour" of the tower. The floors and the stairs have vertex blending for the moss.
Here is the last update on UDK :
Here some sculpts :
And here some flats (the black and white texture is a mask for the vertex blending)
Next step : The tower bricks, the rock and cliff and handrail !
All your comments, opinions and criticisms are welcomed!
Thank you for watching my post !!
You might wanna try a circular arrangement for the bricks in the middle of the platform since your using it only once for this scene.
Maybe do a quarter or half of it then duplicate and rotate around its center
Keep it up.
I'm also seconding choco for the circular arrangement. It could look very interesting!
I have a question. I'm currently in some sort of reflection about the brick part. The pink part (see picture below) is what causes the problem.
Here are the three ways I consider doing this:
- I will make a base tiled texture (blue) and I make a unic asset that I duplicate 3 times on the scene (this asset is the pink part).
- I will make a base tiled texture (blue) and some bricks (green) that I place.
- I will make a base tiled texture (blue) and I place the UV of the yellow part in the tiled texture, I deform the UV a little bit to adapt it to the texture( I don't really like this one).
- Is there another way?
What do you think would be better?
Thanks for your time