I spent my winter break working on a new environment so I thought I'd finally make a thread for it. It's based on a piece of concept art for Dragon Age II but takes a more stylized leaning similar to skyrim.
My goal was to capture the early morning feel with the definite coldness created by the blue tint the concept has. I also wanted to work with vertex blending some more so I used it for the ground and most props to cover parts in snow.
I still have a lot to do before I call this finished but I'm really happy with the progress I made over my break. Here's a rough to do list.
- finish the dog statue
- update stone supports for the wood bridge
- clean up floor vertex blending
- update snow in floor material to look less clean
- create debris and additional mesh variations.
- adjust meshes with thatch to emphasize organic nature
- thatch alpha for stray strands
- adjust vertex painting per mesh for variation
- play with lighting and post processing till it looks right
As always any feedback and comments are greatly appreciated, thanks for stopping by!
The Concept
Progress Shots
Replies
Another update! I haven't had as much time to work on this so I've only been able to tackle a few of the changes and additions I mentioned above. I have a long weekend off so my hope is to get more debris variations (stone blocks and broken wood) as well as tilable debris texture for a few scattered piles. The post processing and lighting have also seen a huge change. I've gone towards a blue tint across the scene to emphasize the coldness and the obvious complimentary orange from the fire. The sun area is kinda overexposed so I'm gonna keep tuning that so it's not such a dominant element.
The background structures in the first image are too far back and feel too small so I want to play with their position a bit.I also feel like there should be a tower or wall remnants along in the area currently filled with sky on the right side of the second image. Maybe both?
Thats it for now, next update will hopefully be sometime Monday evening.
That's it for now, hopefully I'll have some more updates soon.
Having melted snow trickle down the stone walls is a great idea, and I also have an extra channel for the floor material so I can fit in pooled water as well. When you say gritty are you talking about just the mud and snow or the scene as a whole? I'm still working on bits of debris (broken stone chunks, rocks etc) that will add a roughness and deterioration to the scene.
Thanks for the feedback, I'll start working on the trickling water when I get home tonight.
I've also put in the ability to create puddles and wet areas for the floor material. I'm mostly using this for small puddles in a few areas and along the edge of areas of the snow. The spec for the mud has also been tweaked to give it more shine and wetness although in some cases the spec makes it blend with the snow and water causing the mud to almost disappear. Something I'll have to address.
The wall in the background has the rubble landslide but still needs pieces of debris to poke out from the mound. I'll start adding debris, rocks etc this weekend and work on improving the grit and age of the environment as a whole.
I'm still not super happy with the snow. It doesn't feel like it has that natural accumulation and detail. I'm currently just using snow painted on the floor meshes and a few meshes for piles but I think I'll make some smaller meshes to place on top of the larger ones to achieve an effect similar to what was done in Uncharted 2 as seen here.
Thats it for now, hope to have another update with the final shots on Monday.