For my grad-level Environmental Art for Games class we chose a piece of concept art to build from start to finish over the duration of the semester. I chose this lovely piece from
Destiny. I chose it not necessarily to get a job at Bungie (though that would be neat), but because it contained all the forms that I want to explore in this project. I wanted to create something that had both organic and inorganic elements, and this piece has a fair bit of both. I plan to build the inorganic parts in Maya, and try my hand at ZBrush for the organic parts.
Here is a material breakdown for the piece. I figured there are a few "hero" pieces and the rest can be created by using modular kits, specifically the non-curved box parts.
I also created a floorplan and an elevation side view.
I plan on rendering the piece in Unreal 4, with all textures being hand-painted (my specialty). I'm particularly excited about doing the texturing and lighting for this scene, and for more practice with zBrush. Comments and questions are most welcome!
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I blocked out the scene in Unreal 4 with the basic stuff. Now that I have the scale and layout, I'll drop it into Maya and work out the details. More to come!
Dropped the block out into Maya and started adding extra geometry to get the details in! Woo!
Super basic AO pass
It's been a while since I've updated, been working a lot on my thesis game 404Sight. Here are some updates on the enviro project!
Finished the model, here is a lovely AO shot. I then dropped the geometry into Unreal, set the camera focal length to 60 (same as Destiny), and then set up a quick texture to test vector painting two textures. It's remarkably easy in Unreal!
http://blogs.eae.utah.edu/rleiker/wp-content/uploads/sites/21/2014/11/Screenshot-2014-11-13-13.34.37.png
Next up, creating the textures. I put together a list and a bit of a little map for what textures I need and what needs to attach to them. I'm going to get some resource images, learn how to use Quixel to make 'em look super good. More to come!