I've been wanting to do a batman themed environment for a while as the Arkham games were probably my most enjoyable games of the last generation. I've finally settled on a piece of concept by
Daniel Kvasznicza. I will make sure I keep this thread updated as I progress with the scene.
Current Progress: Finished Whitebox & Applied Base PBR Values
Any feedback and critisism is grealy appreciated!
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I only ask that you include tutorials/ breakdowns while you show off your spectacular work.
Don't forget that dead body on the left in the broken column :poly124:
@leleuxart - Cheers man. I'm not sure what to do about the characters. I'm not much of a character artist and have never really found it that enjoyable so I may ask around some of my art friends to see if they have a rigged character I can use.
@Neoncypher - Everyone's work need more Jake
Your scene looks very solid. Nice composition.
I have just one question to you regarding this scene.
Did you intend to create the lowpolys first and then in a later stage you create the highPolys with all their bakes etc? Im very new to gameDevelopment so i dont know.
Cheers Joel
If I had to guess Grimm's workflow, I'd say you're exactly right. Currently he's in the block out stage so he has approximate meshes that act as a representation for the shapes that will later go in their place. This affords him several opportunities.
First is that it allows him to nail down the overall atmosphere/ mood that he's after very early on. Second, because there is no color in any of the block out meshes, it's easier to keep track of all the lighting. You'll notice the cool greens in his lights? That's way more difficult to build up when you have color all around the colored lights. Lastly is his workflow for future models. These blackout meshes can act as cages/ rulers/ approximate guides for him to build new models up to an already established scale.
And yeah as @BringMeASunkist pointed out, all the meshes have the same colour applied. This is just to help set up the lighting in a sterile environment and not fight with the various texture colours. Hope this helps.
@BringMeASunkist - Thanks mate, totally nail that explanation.
for your tips. So one would first create the scene in an 3d application and then bring all the meshes in Unreal and place them where needed. Then try out the basic lighting and the desired mood with that. and then finally start to create the real content. i think im getting it and try to implement that in my future projects.
Have a nice day, Joel
I'm looking forward to seeing more of this, as I loved Arkham Asylum, and it would be good to see more of that style art work around.
I'm back up to speed now and I've made the switch over to CryEngine. I've applied a few base roughness values and I'm ready to start full on asset production.
Note that the puddles are just CryEngine's placeholder assets.