Hi Polycount!
I'm an aspiring Environment Artist in my final year at University in England and for one of our modules we were given the "BRAWL Challenge" which took place on Polycount a while back! I spent a lot of time looking at various different stages across multiple games and platforms and ultimately settled on a childhood favourite.. Soul Calibur II.
There's a lot of stages I enjoyed in that game and liked the whole 'ring out' idea of the game so wanted to try and include this in my stage as well. Due to my interest in Egyptian history as well I decided to work on the Egyptian Ruins level of Soul Calibur II:
http://www.youtube.com/watch?feature=player_embedded&v=ULCwE7oAAmY
After playing the stage a few times and gathering some references I worked on creating a quick and simple block-out of the stage (using some references to show the sort of direction I was heading in..)
I planned to post a lot sooner on here in-order to get some feedback throughout the creation progress however I was very unsure of my ability as a 3D Artist because this is the first 'full' environment I have created myself.. We had a hand-in last week and have 3 more weeks to work on the stage further, taking into consideration things such as paintovers and feedback..
Here is the Primary Beauty Render along with a Technical Shot of the scene (the scene is a full 360, which is why the Tri-Count is slightly high considering the wireframes of the meshes):
I also took a few alternate shots of the scene, just to show how it works as an environment and the possibility for entrance sequences for the fighters:
Finally there's some model sheets for a few of the assets in the scene, I've tried to include the more interesting and focal pieces, all the texture sizes are 1024x1024, and the Statues use two maps as they have detachable heads (which saved a lot of modelling time):
Would really appreciate any feedback on absolutely any part of the project ranging right back to basic modelling up to lighting and composition.. I'm definitely willing to go back and improve on any parts I can
Thanks very much!
Replies
I don't know the reference game, but I would think, that you could push the lighting more. The blue light is somewhat hard to grasp (where is it coming from, below ? Then why are the chests of the statues lit with blue light ?), although push the contrast between blue/orange light more and I miss some more prominent shadows.
dustinbrown Thanks dustin! I did post a YouTube vid of the scene, to see the whole thing, but I will post a still as well for quick reference. I've tried to move away from the bright overpowering qualities of the original and be a bit more darker/stylized..
About my presentation, the top blockout image is a very old 'design' from my Uni posts that I don't use anymore. But could you give me any tips on how to unify the more recent ones better? I thought by using the same base border, text etc would keep the theme the same. Is it elements such as the parchment background that are killing it or simply the layout?
Edit: Here's a pic of the original scene..
Apart from the additional colour and pattern elements, pay close attention to the anatomy. The snout is much less pronounced than your sculpt, and seems to taper pretty evenly to the tip. The other statues could use a little more love too.
The other weak point to me is the upper gallery seems like it could use more attention. The architectural elements are just a little too repetitive and there is no lighting attention. This is not the focus of the scene but it should still get some love.
Would have been better to put your twist in it.
reference :
http://fafart.blogspot.ca/p/brawl_10.html
kremrhi Yeah, I found Fafs version of the stage a few weeks ago after I'd done a lot of my modelling and sent her some messages about how she went about different parts of her stage.. her scene was a huge inspiration to how I lit mine as I had never done lighting before and had trouble getting the blues and oranges in that seemed to be apparent in other Egyptian scenes.