Hey everyone, finally decided to set up a Polycount thread to post progress of my Final Major Project at De Montfort University. I've chosen to do a Chinese City set in an alternate reality where the seas have risen and the remaining society lives on mountain tops or buildings built on top of skyscrapers.
The feel I'm trying to get across is similar to the works of
Hayao Miyazaki,
FeiGiap and
Imperial Boy, which is that of a concentrated and fairly claustrophobic environment, but not grimy like Kowloon Walled City and with open areas for contrast.
Anyhow, heres my progress so far, Comments and Crit greatly appreciated! I'm working on general population assets at the moment and getting the tram done so I can animate it and put it in engine. You can see more in depth progress and stuff on my blog:
semerudesign.blogspot.co.uk
Replies
There's really no need for anything to be that low poly if PC is the target platform.
And this is your final project, right?
Then I would really try to get some proper hero props in there.
Make high polys, bake, give them unique textures. Show that you know currect gen workflow.
Also, don't use pre-made water shaders and stuff like that, it comes off as lazy, escpecially in a final project / portfolio. Make stuff like that yourself, it's not that hard anyways, a couple of panning normals and you're set.
Best of luck!
Hopefully the tram (which will carry the player to the top area) will be a strong selling point for the level. Also the water is CryEngines default, but I have edited it to suit my environment; as far as I can tell CryEngines water is all done in-engine, if I select the material to edit it, there isn't even any textures plugged into it.
Hope this image suffices, the pieces are relatively high poly, with LoDs that are almost entirely planes.