For an undergraduate class on environment art I have chosen a concept art from the upcoming game
Dragon Age: Inquisition. I am extremely excited to work on this for two reasons: 1- i love the
Dragon Age series, 2- this is my first big dive into all the workings of making an environment for a game. There are a lot of firsts, using Unreal 4 and using different texture maps to name a couple, and I'm looking forward to learning as much as I can during this semester.
My goals for this project:
1- Wrap my head around Unreal 4.
2- Lean advanced UV and texture techniques.
3- Produce a quality render worthy of a portfolio.
To go about doing this I will start by building the basic geo in Unreal to get my scale right with a 3rd person blueprint. Once that is done, I'll throw the geo into Maya make the geo more detailed. I'll work on this for now and I'll keep you all posted on my progress as much as I can.
All this being said, I am extremely open to critiques and I hope much is given. I want to get better and make cool art with you all along the way. Thank you.
Replies
Here is a couple of screenshots of what I have so far.
Goal tonight is to figure out the lighting so I can get a good screen grab of the geo in Unreal.
The way the meshes look in UE4 makes it look like you are having lightmap issues. Did you bake lighting? Need to have lightmap uvs otherwise it will look pretty wacky.
Things I still need to do and or learn and implement of the next two weeks:
-Redo some textures and refine Normal maps.
-Lighting
-Add some more detailed meshes or projections to walls to show the fancy ornamentation.
Once i get those things under control and if I have time (I'll end up doing it if I run out of time anyways) is to add the statue and dramatic lighting.
O.K., what do you guys think? Any advice or anything that I am doing completely wrong? You won't hurt my feeling, I want it to look good when I am done so throw it at me.
Thank you everyone!
my main crit would be that you havent really followed the concept you should take more care and look more closely at something that you are supposed to be creating in 3d for example your floor tiles are wrong material wise and how many there are also yours arent spaced correctly compared to the concept
just a heads up
try to get this piece close to the concept.
right now your scene still looks like a textured blockout. (leaving the floor aside which has more definition already. if maybe not that accurate as Chimi Jimi said )