after searching for hours for a design and testing way too much all of them, I decided to go for a "all in the screen" approach. There for resulting in this quick concept (yeah my tablet wasn't plug so you got a mouse only crap xD ):
Cool! I admire the ambition for doing an entire hole and surrounding area and not just a floating platform with a skybox. At least, that's what your concept makes it look like. Either way, I'm excited to see this concept developed further.
Quick update, I added a "kind of" carved in the rock temple at the top just to see, and put a temporary lighting just to see where it goes. Lighting is super WIP.
your super WIP lighting super ROCKS, simple but looking so great..
I always have a hard time lighting and getting the feel. Any suggestions ?
As for the lighting, I'd say it's tied to your composition, defining the value of your image. You want to decide where do you want to bring the eye of the viewer and balance your value in consideration.
Now the tricky thing in 3D games is to manage to keep this balance in all the view angles the player could have.
So as for the process I usually start with 1 key light where I want to focus, then add some light to highlight some area of interest to balance out. In this case it's mostly deciding where I put lava.
But you want your image to be easily readable as well, so you have to play with the contrast of the different element in your scene and light them accordingly.
Now...I'm not sure how easy is to get that in a golf game where we got a top down camera 2m above the floor, so for now I'm more focusing on the overall picture for a beauty shot, regularly checking that it doesn't look stupid during game play .
Hope that help, feel free if you have any other question.
One of my favorites by far, and I am really impressed by how it turned out. Lighting really alludes me, and this project uses lighting so well its crazy. Very inspirational.
I'm envious of your skills good sir! You most certainly deserve a win.
Thanks for the comments.
There's nothing specific to be honest for the rocks and floor, there's no normal map here. I didn't sculpt either (even if I though that I could try to sculpt to bake an AO map, the time didn't permit me).
So basically the process was to just getting the big shape in a classical way and chamfer/bevel some edge and corner with different values to give some kind of stylised used look. Then after a lighting pass, adjust the bevels to catch more or less the light accordingly.
Hope that helps.
Edit : Oh and as the lightmap was limited to one 1024, heavy UV optimization, scaling up the part that need more detail, and cleaning any GI light leak in photoshop.
Lightmap UV for the fun :
Replies
That would be cool and sort of fit the theme!
Time to investigate how the vertex color and emissive maps work in the engine ~
Bad point for now.... the course itself is boring...but it's an art forum right, right?
By the way, for info I'm going for a flat color texture only where all the mood is going to come from the lighting.
Great job!
I always have a hard time lighting and getting the feel. Any suggestions ?
As for the lighting, I'd say it's tied to your composition, defining the value of your image. You want to decide where do you want to bring the eye of the viewer and balance your value in consideration.
Now the tricky thing in 3D games is to manage to keep this balance in all the view angles the player could have.
So as for the process I usually start with 1 key light where I want to focus, then add some light to highlight some area of interest to balance out. In this case it's mostly deciding where I put lava.
But you want your image to be easily readable as well, so you have to play with the contrast of the different element in your scene and light them accordingly.
Now...I'm not sure how easy is to get that in a golf game where we got a top down camera 2m above the floor, so for now I'm more focusing on the overall picture for a beauty shot, regularly checking that it doesn't look stupid during game play .
Hope that help, feel free if you have any other question.
Can't wait to see this thing texturized man!
Engine -> Post processors -> glow
have fun!
and then you become
and some light detail pass :
It looks a bit better animated but I need to find the time to capture a video.
One of my favorites by far, and I am really impressed by how it turned out. Lighting really alludes me, and this project uses lighting so well its crazy. Very inspirational.
I'm envious of your skills good sir! You most certainly deserve a win.
Really nice job
and copy paste from my submission ~
Beauty 01 :
Beauty 02 :
Tech shot :
Textures :
Video :
[ame="www.youtube.com/watch?v=DdtvoWFbtYA"]http://youtu.be/DdtvoWFbtYA[/ame]
Congrats on finishing
There's nothing specific to be honest for the rocks and floor, there's no normal map here. I didn't sculpt either (even if I though that I could try to sculpt to bake an AO map, the time didn't permit me).
So basically the process was to just getting the big shape in a classical way and chamfer/bevel some edge and corner with different values to give some kind of stylised used look. Then after a lighting pass, adjust the bevels to catch more or less the light accordingly.
Hope that helps.
Edit : Oh and as the lightmap was limited to one 1024, heavy UV optimization, scaling up the part that need more detail, and cleaning any GI light leak in photoshop.
Lightmap UV for the fun :