Update - TeamKill:
Impala88Wombatinahat
Ok. This scene is going to be an idea that i've had in my head for about 2 weeks now, and i'm glad i finally have an excuse to start it!
Basically here it is.
A bit of Backstory
A planet, home to a near human race of intelligent beings, using an as of now unknown energy source as their main power and utilising technology that resembles ancient architectural structures rather than electricity and modern computers we know and use today. Edit: adding - This race is basically what we'd class as gods. Their typical world and lifestyle is similar to that of heaven in Diablo 3.
But, they've run out of time. Meteors rain down, everything is in ruins and they've been forced to leave their home and take to the stars.
I intend to make use of any and all ancient mythilogical and fantasy designs of architecture to come up with a mixture of themes as my structural designs.
The main scene will comprise of a corridor area flanked by large pillars and possibly statues, all of which are damaged and/or collapsed in places. rubble litters the ground, and the area is filled with spots of fire, dust, ash and other things. I doubt i'll be putting in any foliage, i'm going for a more asgard feel of a central temple chamber.
however one key area i plan to have is a large hole in either the roof or the back/far wall, where you can see out and look at meteors in the distance and space craft taking off/entering the clouds to escape.
I want it to have an epic feel, but at the same time, not be a massive room/area. I may possible make a city mesh that you might be able to see in the distance looking down upon, but that depends on the final camera angle and/or the mesh if it's blocking your view anyway.
Current Progress:
high poly asset creationPreliminary Research
Replies
Here are some updated shots:
However once the destruction pieces are in, there's going to be a huge chunk missing from the roof and back wall, the idea is that a meteor has come down midway through the structure and ripped a huge tear across the roof and gone through the wall and outside again.
looks promising!
Looking good!
will likely have these held up by chains or something.
As for wires, this is just me blocking out the scene at the same time as getting some detail out of my head and onto the screen so these are all quite high poly. Once we've got the scene in place, each piece will be seperated up and taken into zbrush for some destructification and detailing ready for baking and retopo.
I bet most see this as a bit wierd, i'm doing it backwards, detailing before/during the blockout rather than after. But meh, it's just how i work. Once we've got the full scene in a relatively detailed state like this but as a complete room, then we'll make a really simple version and bring that into the engine for quick and easy placement of all the pieces along with using this file as a guide.
Destruction
For the destroyed sections we can't really just start putting in rubble in any old place. The scene has a central damaged area which is the roof/back wall, so basically it'll become a simple matter of thinking and looking at this file and imagining an actual meteor coming in from the an angle, most likely give it a representation in max, and then breaking the pieces off in a manner that would fit that kind of impact. I think that'll get the best and most realistic result.
But anyway, here are the updates for today:
and some wires of the mesh as it is in max atm. some have been z-brush readied with extra cuts etc, others haven't yet.
looking great though
Once the new ittirations are in, i think the next step now is to make from this a very low poly blockout of the scene to bring in to the engine so we know were everything is going to go. This will also likely include some rough ideas of the damage to the structures.
other than that both me and Wombatinhat are now setting to work on the high poly sculpts, so we should be able to post some updates of the assets soonish, or at least some progress on them.
I've been working on the arches for the scene, the ones at the top of the pillars throughout the ruined temple.
I've got 2 different versions of battered arches done, 4 sides in total (no mirroring! shock/horror) and plan to do 3 broken versions, one almost all intact, one half gone and one almost all shattered. These make up a large part of the scene so making a few of them makes sense.
These will eventually also have some small runic carvings running through them, i may sculpt them in, but i think might just do it in nDo2 to save a bit of time.
Got another update. All of the sculpts for the arch pieces are now done, 5 different versions in total.
Here are the 3 new pieces, damaged low, damaged mid and damaged high (both sides of each for more uniquenessnessness).
The floor is next in line, and that hasn't even been concepted at all yet, so i'll need to get a bit of a plan going for it.
All kidding aside this looks great, hope you find more time to work on It, you started off super strong and this is looking almost complete a.f.a.i.k.
What matcap are you using by the way?