Yes more or less though the tree canopy's are currently just volumes that will require a lot more geometry and I'll probably add a couple of bevels/loops here and there.
Last time I told you that we were going to make this into a little game project, by now we got out design and story fleshed out and the programmer started working on some code as well.
Excellent!
Loving the style, and the block out has real atmosphere - can't wait to take a wander around the environment. So in awe of your painting skills
Let me say that december has been a very poor month for my personal projects due to deadlines at work and Holidays that I spend mostly away from the computer. Somewhere halfway January I got myself a crashed harddisk and was without pc for over a week or so, I lost a couple of files but got most of it back thankfully. Last weekend I joined the Global Game Jam so I wasn't able to find my hours then as well.
However, next to all that slacking I did manage to properly clean up and UV the outside area, model and UV the room and also started texturing both scenes.
My old workflow was with mudbox but the scenes I'm doing now have a lot more individual items and mudbox proved to be pretty bad at managing these scenes and I got really stuck on the workflow. So I had to find another option. I got myself a Trial for MARI (by weta workshop / the foundry) and have been playing around with that for a couple of weeks. The way the program is organized is a little different but now that I got the hang of it it's waaaaay better than mudbox. So all the painting I will be doing and recording will be in MARI and Photoshop.
Next to that I also wanted to get myself acquainted with Zbrush as I have been neglecting that software for a while and spend most of my evenings learning and sculpting stuff, but I'm currently pretty confident in Zbrush so I'll spend less time with it.
I'll promise you guys I'll update soon, or in shorter intervals. I also got a couple of sessions recorded as well and I'll upload them when I get the painting stage a little further.
My old workflow was with mudbox but the scenes I'm doing now have a lot more individual items and mudbox proved to be pretty bad at managing these scenes and I got really stuck on the workflow. So I had to find another option. I got myself a Trial for MARI (by weta workshop / the foundry) and have been playing around with that for a couple of weeks. The way the program is organized is a little different but now that I got the hang of it it's waaaaay better than mudbox. So all the painting I will be doing and recording will be in MARI and Photoshop.
.
Hi
I'm the product manager for Mari at The Foundry. We'd love to talk to you about your workflow. It looks really cool. Drop me a line at Greasley@thefoundry.co.uk. I can help you out with eval licenses if that would be helpful.
Really looking forward to seeing what you come up with.
I'm currently in the process of laying down the large scale colors and values on the outside area and this is what I currently have, it's very rough and wippy but I thought I'd share something because it's been a while, I'm not totally happy yet but these things usually take more shape over time. Everything is painting in Mari now:
In general the project is getting back into swing and we got ourselves a name for now: PINGO (which is latin for "to paint, to portray, colour etc.) I also made a little logo that goes with it. We might change the name if it doesn't feel right in the end.
Next to that the interior is almost completely painted (which I will post soon) and we are working on setting up art documents that we are probably going to release in the end as well.
I recorded around 8 hours of footage so far and when I have a bit more I'll edit these into a nice workflow video.
Looks fantastic so far, as expected. Eager to see what kind of game you have in mind for these environments, and really eager to see some character art!
Not sure if you've mentioned it before, but what engine might you be using, Unity?
Been doing a couple of tests for the vegetatation in Pingo, I want to grab the feeling that artists like Kazuo Oga have in their trees. For the background trees I'll be doing the same kind of stuff as they do in their animation, which is just working with planes and alpha. However for the close up trees that the player is able to walk around this is a bit more tricky but I like where it's going now, It just needs a little more depth here and there.
St4lis, yeah we knew stuff like that would be a problem from the beginning, with this kind of artstyle you got a couple of limitations, but making a couple of shapes that you can intersect to make new trees (without rotating the individual elements) may be an option but I'll see how it's going to work out, the background trees are going to be planes anyway so it's just for the ones in the gameplay area.
Replies
Thanks for such a lengthy response
I think my main issue with environment stuff is just a lack of confidence and experience. I'll start something fresh this week.
Have been lurking around your stuff for a few weeks and it is always a huge source of inspiration, can't wait to see this new scene painted up!
I take it that this is roughly the level of mesh resolution that you paint straight onto?
Keep up the awesome work!
Yes more or less though the tree canopy's are currently just volumes that will require a lot more geometry and I'll probably add a couple of bevels/loops here and there.
Excellent!
Loving the style, and the block out has real atmosphere - can't wait to take a wander around the environment. So in awe of your painting skills
Let me say that december has been a very poor month for my personal projects due to deadlines at work and Holidays that I spend mostly away from the computer. Somewhere halfway January I got myself a crashed harddisk and was without pc for over a week or so, I lost a couple of files but got most of it back thankfully. Last weekend I joined the Global Game Jam so I wasn't able to find my hours then as well.
However, next to all that slacking I did manage to properly clean up and UV the outside area, model and UV the room and also started texturing both scenes.
My old workflow was with mudbox but the scenes I'm doing now have a lot more individual items and mudbox proved to be pretty bad at managing these scenes and I got really stuck on the workflow. So I had to find another option. I got myself a Trial for MARI (by weta workshop / the foundry) and have been playing around with that for a couple of weeks. The way the program is organized is a little different but now that I got the hang of it it's waaaaay better than mudbox. So all the painting I will be doing and recording will be in MARI and Photoshop.
Next to that I also wanted to get myself acquainted with Zbrush as I have been neglecting that software for a while and spend most of my evenings learning and sculpting stuff, but I'm currently pretty confident in Zbrush so I'll spend less time with it.
I'll promise you guys I'll update soon, or in shorter intervals. I also got a couple of sessions recorded as well and I'll upload them when I get the painting stage a little further.
moch moch love
Will be intersting to see what the process in Mari is like, very curious about that program.
Hi
I'm the product manager for Mari at The Foundry. We'd love to talk to you about your workflow. It looks really cool. Drop me a line at Greasley@thefoundry.co.uk. I can help you out with eval licenses if that would be helpful.
Really looking forward to seeing what you come up with.
Jack
I'm currently in the process of laying down the large scale colors and values on the outside area and this is what I currently have, it's very rough and wippy but I thought I'd share something because it's been a while, I'm not totally happy yet but these things usually take more shape over time. Everything is painting in Mari now:
In general the project is getting back into swing and we got ourselves a name for now: PINGO (which is latin for "to paint, to portray, colour etc.) I also made a little logo that goes with it. We might change the name if it doesn't feel right in the end.
Next to that the interior is almost completely painted (which I will post soon) and we are working on setting up art documents that we are probably going to release in the end as well.
I recorded around 8 hours of footage so far and when I have a bit more I'll edit these into a nice workflow video.
You can now also follow the project on facebook: http://www.facebook.com/projectpingo where we will post all updates as well.
cheers
Not sure if you've mentioned it before, but what engine might you be using, Unity?
Looking forward to the workflow video
Been doing a couple of tests for the vegetatation in Pingo, I want to grab the feeling that artists like Kazuo Oga have in their trees. For the background trees I'll be doing the same kind of stuff as they do in their animation, which is just working with planes and alpha. However for the close up trees that the player is able to walk around this is a bit more tricky but I like where it's going now, It just needs a little more depth here and there.
and here is a little turnaround:
[ame="http://www.youtube.com/watch?v=kpSa3xs3XhE"]Pingo Vegetation Test - YouTube[/ame]
I'll definitely keep checking this
But, those trees cant be rotated, might that be a problem?
St4lis, yeah we knew stuff like that would be a problem from the beginning, with this kind of artstyle you got a couple of limitations, but making a couple of shapes that you can intersect to make new trees (without rotating the individual elements) may be an option but I'll see how it's going to work out, the background trees are going to be planes anyway so it's just for the ones in the gameplay area.
Will the final product be completely unlit?
Fantastic work, keep it up!