Final Update:
So it turns out I've had a Polycount account for a long time but I haven't really posted anything
I'm hoping that all the talent on this website will help me develop my own skills and I'd be grateful for any feedback
I'm primarily hoping to be a concept artist but if you want to see some other 3D stuff I've done I have a section for it on my DeviantArt
account. I also have quite a bit of digital painting on there if anyone is interested.
Anyway, onto the project at hand:
I'm currently a final year university student and I have been given the task of re-designing a stage from a fighting game. This re-design must have a realistic art style and have significant design changes, whilst still being recognisable.
I'll try and use a modular workflow as I intend to import this into UDK; I will be using 3DS Max and ZBrush to model
To my shame I don't really play fighting games, but I have settled on the Money Pit - Top Tier stage as it appears in Soul Calibur II:
I plan on re-creating this location hundreds of years after the events of SC2, where the area is decayed/damaged and overgrown.
Creating a ruined version could work well as the game's story already has the underground structures damaged by flooding - this could extend to the top tier and provide many interesting design ideas, such as hanging vines and trees extending down into the pit, water flooding out of cracks in the walls, collapsed columns and archways etc. This would also make for some great high-detail sculpting for normal maps, thinking about cracks and chipped stonework. The textures could also be overhauled, by using plant growth extending down the walls. Certain features, such as the fighting stage itself could be damaged, with some of the ropes holding it up broken. I feel this would create a very mysterious atmosphere, as I was originally intending. By hiding the features of the level behind damage and decay it would hint at the location's past.
I will hopefully post more progress soon, I won't bore you with the other wall of text I've written which goes more in depth into my research.
Replies
Colour experiments:
I felt number 1 was the best here, utilizing colours was as much about setting a mood as it was about picking the colours for the separate objects - design 1 gives an old, musky feel to the environment which is the kind of thing I'm aiming for.
Semi-finalised concept:
http://vimeo.com/10741363
Thanks for the feedback this is why I like getting a second opinion, to be honest I thought 5 and 6 were the weakest but I didn't see their merits.
I agree with the light, one of the issues I might have is getting enough light into the scene, hence the lit torches in the middle... but if it's meant to be an undiscovered ruin the torches wouldn't be lit. I was hoping to light the distant rooms using natural light from holes in the ceiling.
I'm not even sure if I'll have time to model the pit opening with all the foliage I want to include, but we'll see I want this to look good on a portfolio...
I thought I'd use this thread to dump all the stuff I'm currently working on to avoid cluttering P&P with it. Below is my current character concept for another module where I have to model for a handheld games platform, meaning I have a 2000 tri limit; could be fun!
Again I'll avoid posting all my research:
one thing caught my attention - if ropes are so loose then what keeps the arena in the air?
Thanks!
Very good point...
Started the retop just to get a feel for it...seems very awkward in Zbrush and it's taking me ages, it's very hard to see where the vertices are and everytime I move the camera I have to reselect the vertex I want, is there something I'm doing wrong?
For the pillar though, it looks... soft. The stones don't really come off as stones to me. And for retopo, I usually export out the high-poly mesh, then decimate the lowest level and export that for the low-poly. It's usually still way too high, so I'll take it into MeshLab and/or Maya and reduce it some more(while keeping an eye on the silhouette). Eventually, you'll get to a point where reducing it will affect the silhouette, but you can still manually merge vertices yourself and cut it down a little more.
Subscribing
Everything's lookig good, great concept and colors.
at the moment the clay feel is really strong and i don't think it will be easy to get rid of it. forms that you have there are just too organic and undefined.
Cheers for the feedback guys, had another go at the pedestal (figured out what it's called now ). In the end I followed a similar process to leleuxart's and used Max/Polydraw to do a quick retop, I'm going to call this finished now as I'm on a tight schedule, I could easily spend all week messing with the damn thing
I don't want to spam the thread with every single model but here are a few of the high poly sculpts:
Also they would look pretty cool with some cracks in there. What brushes are you mainly using? I'm still new to Zbrush but I find the TrimDynamic brush is great on breaking up edges and keeping that hard stoney feel, and setting it to Color Spray and digging in an area can give you a nice pitted/eroded effect. I also like Orb's crack brush (can be found easily via Google) to sculpt gashes in there, and harden the edges with maybe Hpolish or TrimDynamic (sculpting near the edge instead of on it can tighten them up a little I've found)
Anyway your concepts looked great and I can't wait to see this finished. Gogogo!
Thanks for the feedback I appreciate the tips, been using ZBrush on and off for a year or so but never bothered to actually knuckle down and learn it properly. I'm mainly using hPolish to sharpen up the edges and Claybuildup for generic holes/damage and detail. I started using a noise brush to stop everything looking too smooth but it never worked that well. I'll try out some of your tips as soon as I find time
Will add detail screenshots at a later date:
I agree with you on that one, unfortunately time constraints prevented me from working further on the high-polys but I'll get some practice in when I have free time. Really liking your work by the way, might have to ask for some advice as I'm also modelling a darksiders-style character
Here's today's progress, mostly behind-the-scenes leg work today, split off the wheel arch sections, water grate and main arch and re-unwrapped them so I can use the tiling wall texture. Also changed the dirt unwrap and texture so that it now tiles improving the resolution in UDK and saving me some texture space. Also textured the arches and made a vertex painting shader which helps a little with the dirt/brick blending. At the moment the wall texture blends with the now-tileable dirt texture saving me another 1024x1024 so I've got more room for the pillars and doors (my total texture budget is 4096x4096)
Fair enough, can't see it myself, whereabouts? To be honest I made the wall texture a bit too high res compared to the rest of it
Updates:
Thanks for the feedback, I missed your reply but I did do a very lazy fix on the ropes, will sort something better out hopefully if I get some spare time. I've added some foliage but it needs tweaking, maybe get some vines in there too Got a little bit of texture space left so I'll have a go at some vertex painting to dirty up some of the assets. It does look a bit weird that only the walls/floor/ceiling are covered in dirt/moss.
Think the lighting might need a tweak, annoying that light shafts don't render with tiledshot...
another thing, brick texture has highlights from below. are you sure that normal map isn't flipped?
The light rays don't show up with tiledshot but I can't get them to look that great anyway. It also doesn't make sense seeing them as the light source is above the camera.