Padomaic Abyss is a proffesional quality Skyrim modification being created for a 3rd year university Game Art project.
Players of Padomaic Abyss will be dragged to the deepest depths of Tamriel's ocean, there to discover a lost civilisation and confront an enemy of unspeakable power.
I'm going to document the process as I go, and it would be so great to get input from the Polycount community, to make the art the very best it can be!
To kick us off, here's some concept art done by Chris Stone, a very talented coursemate:
Here's an early-stage blockout of an armour set by Zakiah Abdullah:
This is my attempt at a whirpool. If anyone has any ideas how to get a realistic-looking whirlpool for a game engine using only meshes and animated textures (no shader tricks), please let us know as it's proving to be rather irksome!
And here's a quick environment I threw together to test a repeating rock texture and cliff mesh.
Comments, criticisms, support and cookies always welcome
That cliff seems to be using a lot more polys than it needs. You may want push and pull the geo to get more rocky shapes that conform to the texture. Currently the cliffs are looking really blobby. Try modelling out the cracks a bit. Check out this great tutorial on this: http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html
Your rock normal map is looking very kinda like cotton candy. How are you creating the normal map? Crazybump? NDO?
As for the whirlpool, when you say animated textures, does that mean flipbooks? Is there a reason you cut the UV's like that? I would think you could just planar project the uvs for it no?
Replies
http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html
Your rock normal map is looking very kinda like cotton candy. How are you creating the normal map? Crazybump? NDO?
As for the whirlpool, when you say animated textures, does that mean flipbooks? Is there a reason you cut the UV's like that? I would think you could just planar project the uvs for it no?