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Warhammer Environment WIP

polycounter lvl 13
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gibson543 polycounter lvl 13
Hey guys, I've been wanting to make this thread for a bit now, but I decided to wait until I was a decent ways into the project.

I'm redoing an old WIP that I had earlier in the year, I can't believe it was only five monthes ago. Here's a video that I made. (Awful in camtasia)

[ame="http://www.youtube.com/watch?v=CoESkBSD_uo"]warhammer environment WIP 2 - YouTube[/ame]

So yeah, not very good, zero use of the grid, no planning, no lightmaps, some zfighting in places, it was just a mess.

Now with this second go around, I planned out every single modular piece I was going to need, and put it all on the grid to make it work as planned, and I think that my result is definitely better than the previous. Of course I'm still not done of course, I need to finish texturing the assets, placing them around, make the centerpiece, particles, lighting, etc.

sRYupq.png

Just the basic modular pieces in cryengine

RX92My.png

and then the pieces that have been textured so far in UDK.

Concept is from the Warhammer Online game: http://ageofreckoning.warhammeronline.com/sites/war/files/images/styles/gallery_image/public/WAR_concept_mar09-02.jpg theres the link to the original concept art

I'm 100% open to crit :) thanks

Replies

  • gibson543
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    gibson543 polycounter lvl 13
    KWZaLX.png

    figured I would post an update. Got all the pieces textures, and of course, my poor planning abilities bit me in the ass and I had to go into max and make a few new pieces to get this to work, but I'm pretty happy with it. I probably won't be able to update much until next weekend. Open to any crits or comments
  • gibson543
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    gibson543 polycounter lvl 13
    cnyq9v.png

    DphaLm.png

    So i'm gonna call this one done. I'm pretty happy with it and I've learned a lot about planning ahead and modularity.
  • proximity
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    proximity polycounter lvl 9
    looks liek you have smoothing issues with you modular peices at the top? Also the floor looks like it is glowing and the lighting looks pretty flat the torches and flames are not really casting any light.

    You have some really nice assets in your scene, i think you need to spend a couple of days just tweaking everything to push it and make it a really nice portfolio peice.

    some sand and stuff on the floor would be nice to break up tiling :]
  • proximity
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    proximity polycounter lvl 9
    Yuo can see in the concept the skeletons and the sand build up on the edges this is what makes it believable. Also the lighting has more contrast in concept....

    sorry for double post :]
  • almighty_gir
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    almighty_gir ngon master
    two big things here (speaking as someone who ran that dungeon twice a week for almost a year...)

    1. sort out the floor, you shouldn't have that highlighted cross pattern going on... it's almost like you whacked on an edge detect overlay and called it a day, but it totally and utterly kills the scene. you need to make sure there's almost no contrast between the middle and the edges of each floor panel... they're supposed to look old, dusty, and worn from sand damage.

    2. like proximity says, you need to look into some sand buildup and skeletal remains to really bring the place to life and make it believable as a ransacked/ancient tomb.
  • gibson543
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    gibson543 polycounter lvl 13
    Thanks for the crits guys, I hope this update is better :)

    mD6KWV.png

    Wve4lc.png
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