So I am back at work on a new environment, and being a huge Halo fan, I've begun the blocking out of this particular piece of concept.
I will be using UDK as the title suggests. The perspective in the concept is a little awkward, but I've tried to deal with it as best as possible. Below is a quick paintover, the lighting in the screencap is not at all representative of what I'm going for. Once in-engine, I want to nail down the lighting and mood as closely to the concept as possible.
Any criticism and feedback is appreciated.
Here is the rock model I am using, ignore the low-res diffuse, it was for testing purposes only.
Game-rez mesh, normal mapped and diffuse:
Thanks in advance!
Replies
I've gotten around to working on the pillars so far, and I'm about to tackle the flooring shortly. I've taken a look at the way 343 made them in-game. I was about to go ahead and model one huge high poly chunk, and bake it, but it would seem that they use a bunch of tiling trim textures, a much more efficient way of doing things, it seems. They use a workflow similar to what Snefer has done so well in this thread:
http://www.polycount.com/forum/showthread.php?t=89682
That being said, here's my work so far: