Been wanting to try some stuff with post processing and animated materials for a while, so this seems like a good time to go nuts with that kind of thing. I'm a character artist by trade, but I've been wanting to tackle a smallish environment with some nice style and composition.
I hacked together a quick concept between yesterday and this morning:
It has its fair share of problems, but it at least gets across a lot of the ideas I'm looking for. I want to the end result to look like people are evacuating a planet because it's quickly becoming uninhabitable, hence the rocket trails. And, of course, there's a ton of post-process shit like lens flares, glow, lens dirt, film grain, vignetting, etc.
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You may want to have one of the rockets visible in the shot like it just took off because at first I thought they were meteors crashing into the planet rather than rockets escaping. The orange in the sky helps show they're taking off but having one visible would convey it better.
Keen for some more.
Zipfinator:
You were right about the rocket being visible; it definitely needed that.
I've made a bunch of tweaks to the concept to try and get it to read a little better. I know the post processing-type stuff like lens flares and whatnot are super over-the-top, but I'm using this as an excuse to learn stuff like post processing anyway.
I've also been screwing around with World Machine and trying to get good results from a combination of sculpting and simulated erosion. I'm not quite there yet, but I'm at least learning some new stuff. The hill on the right just below the volcano would be the vantage point seen in the concept.
Are you using World Machine to build the landscape and then bring that directly into udk (or whatever you use for the finals)?
Sometimes its nice to use WM to make separate single mountains along with your large terrain you created. That way you have more control for iteration if you want to create more seperation to sell distance, or just make adjustments for a more pleasing compositon. And b/c they are so far away you don't have to incorporate them into UDK Landscape, you can decimate the obj really low and apply maps.
Looks cool!