Hi guys!
After pkaying Uncharted 2 a few months back, I knew I had to try and do a small environment based on the game, inspired me so much.
In particular I loved the Tibetan Village in Chapter 16 that Nate wakes up in. It had a really nice sense of calm and gave me a quick break before the jumping shooting took hold again.
I took a few screenshots from my mac webcam of the level to get some good reference points. I'm not looking to recreate the props and style exactly, but I want to use it as a guideline, so to speak.
Here are a few screenshots, in case some of you aren't familiar with the level:
And here is my starting point.
I've taken a few liberties like adding an outside lamp and a door handle. I've also added a few alpha planes on the right to start experimenting with grass, since I've never actually made foliage before. 3D modelling isn't my main thing, I'm more of a concept artist, so it might take a whle for me to improve some things.
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http://www.torfrick.com/info/brawl.html
This is similar to that Uncharted 2 scene and looks amazing.
Im excited to see how this progresses.
Will be following this thread
So I spent the day doing my first vertex paints on the ground and on the stone wall on the right. The brick texture on the house isn't finished yet, but should be over the weekend.
I did a few grass alphas also, but they don't seem right. I don't know how to make the grass feel like it's a part of the ground and reflect the light properly, it seems to be holding me up at the moment. I also had some issues with UV mapping on the top of the stone wall, but hopefully it isn't too noticeable?
Thanks for the support guys, will keep on posting updates as I go along!
good luck
That aside, thanks for the advice ayoub44, I see what you mean about high poly sculpting first, then doing the rest. The scuplts on the side wall were pretty bad before, so I've redone them from scratch, although the poly count is a bit higher now. I'll get round to sculpting the rest over this week, but my computer can't cope with having all high poly sculpts in the scene at one time, so I won't be able to show you a complete screenshot.
Here's my update, it looks similar to the previous one, but this time I'm using the high poly normals for the side wall rather than the crazybump texture of before.
I've ran into some issues though with the lightmapping, but I have a few idea about what might be causing it. I'll have another look this evening to see what I can do.