Wanted to share some of my process.
Did some Google image searching on keywords: Unreal, Victorian, Machinery, Factory, Art Nouveau, Robotics, Mountains, Streams, Abandoned, etc.
Thumbnails: trying to make some sort of mess with shapes I like from my research. Sometimes I'll cut and paste straight from my research into a thumbnail. From there I'll blend the photo image in by painting into it and using a lot of Levels Adjustments in Photoshop.
http://1.bp.blogspot.com/-pUnyOIlBBqk/U9nBrEXHjzI/AAAAAAAABLM/-mh4y6Dr7Xc/s1600/prelim3.jpghttp://2.bp.blogspot.com/-F05ZDU0UwBU/U9nBrBQBOwI/AAAAAAAABLQ/SvFcsEONE5I/s1600/prelim2.jpghttp://4.bp.blogspot.com/-Ytw4t60eQg8/U9nBpTI2b2I/AAAAAAAABLE/2vdfN7lQMUo/s1600/prelim1.jpg
The images above can be found on my blog:
http://iantolmay24.blogspot.ca/
Once I find one of my thumbnails working I cut and paste elements from the working image into a new psd. I then mix around multiple layers of these elements with different blend modes or gradients in photoshop. This in turn creates another mess which lets me see how that one element I liked, can evolve into something new.
Sometimes my thumbnails go nowhere as seen attached.
The paint-over process on the 3D block-ins which have been provided by Epic is tough for me to approach. It's hard for me to get an idea of what to paint; so this where making a mess proves to be fun. I'll copy and paste elements from my thumbnails into the 3D block-in images. From there I make a mess till something starts to come out of the shapes and layers with their respective blends.
Replies
About the paint overs of the block ins, it's not a requirement we do use the shots Epic provided. They only provided it to help one step of the way. (Main Layout) but you're more than welcome to come up with your own image 100% on your own if it suits your workflow better.
Themes or ideas are as follows:
Ideas for Unreal Concept Art:
-Environments that can be used to kill other players.
-Organic? or Inorganic? or both.
-Country theme?
-Industrial Lab theme?
-Mortal Kombat Environments and how they affect the players?
-Battlefield...you get to blow up a building!!!
-Star Wars Battlefront
-Acid Blister: (Pustules of Acid can be broken to rain down on foes)
-Acid Blisters 2: (Pustules of Acid can be broken to rain down on foes)On top of that local flora and fauna hanging from the roof can be shot by the players. This in effect causes the flora, fauna, to snag whatever is closest to them.
ex. Large sacks, like a belly, hang from the ceiling, player 1 shoots a sack close to player two causing the sack to bloat and crush player 2. Player 2 can fight back by shooting the same sack causing it to shrink.
Really started to like the idea of an environment that can be torn to pieces or that has areas packed with explosive material. I started thinking about an Environment that has corrosive possibly explosive material that has to be transported throughout the whole environment.
Final environments:
The idea of a Team Death Match in which the players can visually see their environment change colour as they gain rank really appealed to me. Yellow vs. Blue seemed like a good palette for this as red is really strong and used for items that can be blown-up.
Thanks ferndogg001.