So I've been chipping slowly (even too slowly) at this and I've got to step things up if I want to get it to a decent state before I start hating it.
It's gonna be a portfolio piece and I really want to make it as best as I can, so critics and comments are REALLY welcome, and I'll try to implement them so that I can learn to take criticism too (a skill that i currently lack sadly).
Anyway, the enviroment is roughly based on Artyom "Banderlog" Vlaskin concepts on CG-HUB.
This is the main image i'm going off, but will take inspiration from his other pirate themed concept as well, and hopefully a bit of my own.
Here are some first texture I've done for the environment, but they were really experiments in both style and techniques so I'll end up redoing them entirely in the near future.
You've probably already seen them in the WAYWO thread too.
I've used the 2.5 canvas for them but I eventually "developed" a technique to make tilables without loosing the editabilty (is it even a word?) of the mesh and with much less oh-my-god-I-failed mistakes.
Currently Building some modular pieces for the docks
and finally here's the initial blockout for the first zone i'm building, the port.
And some wips of the first pass on it.
So much to do still and so much to fix already, but I really need to keep things going and mantaining this thread will hopefully keep me motivated enough to finish this massive scene.
Replies
I am trying to do an environment inspired by the same concept too hehe. It seems that you are going for a more stylized look.
Good luck! I'd love to see your progress.
Today I did quite a lot of stuff even tho you might not actually tell from the screenshots...
I've been fixing a lot of collision boxes and finally sorted out the modular piece as they should be on the grid aligning nice and clean. Most of the pivots were a mess before and mostly placed randomly just for the sake of blocking in things.
Also messed around with TOD, tweaked the ocean and a bit of ambient stuff.
Also made some first trim textures and some more assets for both the wooden docks and the stony part. It's nice how fast I can now iterate on stuff when i've got just some basic textures going and all the pieces on the grid.
Here's some progress screenshots. I've made 2 "keyframes" in the TOD settings so i can have both a night and day settings...
First night screenes this time
Also got some lights in for the night time, but they probably don't make much sense yet since their source aren't in yet... anyway i'll be making them soon enough.
Made 2 tiling textures and some trims, built some more modular pieces, need to import an updated version of some pieces in engine.
Currently texturing the doors and the stairs and making random pieces of stuff to dress the environment up a bit.
And this day shot showing the first iteration of the new wall texture with some nice PoM
______________
Made some (yet too slow) progress on the enviro.
Stairs textures and some more trims done, modeled some placeholder cliffs to test the blend shader + vertex color workflow for making "seamless" cliffs to blend in the terrain.
Edit: woops it's in the title.
Your textures are really awesome for this piece.Looking forward to it!
Snafubar7: Thank you . It's in Cryengine3 sdk.
AimBiZ: I know that I should be blocking in it more but I'm doing this in "stages" because I want to focus on one area at a time and see how far i can take it before a deadline i've set myself (which is also terribly close). I'll probably not have enough time to make the castle for the deadline, but i'll be sure to come back to this after the eurogamer expo.
silkroadgame: Thanks . I'm really enojoying doing this texture even tho i'm probably taking too long to finish them, but i really want them to be at the best of my abilities
______
Some more progress today, I've made even more trim and tilables and I've got to say it's amazing how fast i can spit out new modular meshes this way.
I should have probably planned a bit more on the tilables sheets and for my next project (and also for the next textures in this one) i'll be sure to plan ahead more! Do it guys! Plan ahead!
Here are some screens
And here's the newly started "stage" of the level.
I'll be making 2 more tilables and some unique pieces in the next 2 days for the Inn that I'll be reusing to make the whole village.
Then it'll be time for some vegetation and some minor props.
Also the terrain, cliffs and surrounding area needs some attention but I'll probably takle them after the village.
Thanks everyone for the crits and encouragement, I'll be sure to have something more to let you make actual crits on soon, so keep them coming!
If tiles have become loose, to the point where they are higher, or lower then originally planned; the angle would also alter. The point i'm trying to get across is ideally rotate the corners to just vary this a little. - Make some edges lower and others "pop" that bit more.
One thing I would point out though is the transition from the cobbled surface to the bricks on the pier.
A little trim would work wonders there.
Cheers
Dave Jr: Do you mean the texture on the walls or the cobblestone pattern on the pavements? If you mean the walls i'll be sure to come back to them and either tone down the height variety or move the stones around a bit.
NomadSoul2501: Yep that's already been pointed out to me by a friend, I was supposed to have done it a long time ago but in the end never did. I'll make sure to fix it when i make the the next pass on the dock's part.
I've done quite a bit of work on the inn today, made quite a lot of new textures but unfortunatly i've got no screenshots to show as I'm heading out for today
Anyway as usual here's the screenshots:
I had an hard drive crash and most of the engine files for the level had been lost... I still have the assets on an other drive so I'll come back to this and rebuild it from scratch eventually!
Please do!
This is heartbreaking news