Hey there, this is my very first thread in Polycount! My name is Eric Kilkenny and I will be taking you through my entire workflow of this dungeon. This is for an assignment, and it is focusing on the importance of repeatable assets when composing an environment. These are all of the blocked out shapes of the stones, walls, torches, and basically all of the important technical stuff. I have brought them into UDK to see how they fit together and to see the overall feel of the scene. My next post will be after I have brought these into Zbrush and gotten that nice detail in them, and then will proceed to put some textures on them. Comments are much appreciated, Constructive Criticism is even more appreciated!
Hope you enjoy!
Eric Kilkenny
Replies
It's generally good practice to start off with any concepts/references you are using so we can get a sort of feel for your project! I'm not sure if you are doing a hand painted/other style or sort of a realistic style you know? I'm not sure if you are planning to use those little tiny separate blocks for your walls and floor in your final, but It might be worth your time to look into repeating/tiling textures for these instead of a lot of tiny assets. That's just what I would do, at least.
Keep it up!
Sorry I haven't updated this in a while, I got a bit crunched by the amount of work here at school, but I'll try to be more frequent in posting in the future. I showed this to my class today and already have some good feedback for moving forward, but I want to know what you all think too, the good and the bad. I am going to be changing the lighting so its less purple, putting some more care into the ceiling textures, and using more of the vertex painting to break up the tiled walls. Thanks a lot in advance!
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
[IMG][/img]
Take a look at how things are really constructed, and apply it to your models. It goes a long way to do your homework by studying construction in real life, and in turn reflect that in your artwork.