For part of a college project that I was given I have to create a series of concepts based from any video game, film or TV program that I choose. I then have to come up with a final concept, of which I will then create a 3D diorama for the VG Remix contest.
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I started off with a close up front view concept. However, I didn't think about where this view would be included within. I then drew up a concept of a cardboard box holding the scene inside that would act like the pod. I thought using a cardboard box would carry off an theme of a little child's project which I liked. I then thought about where this cardboard box would be. If it is a child's project, then they would probably be using a table to craft on.
I thought of another idea that would be pretty cool to model.
Thomas Was Alone concept.
I recently wrote an essay about Thomas Was Alone and thought one of the scenes would be great to model. I know that Thomas Was Alone is incredibly basic in visual terms, and coming from the LittleBigPlanet concepts, I had an idea of creating Thomas Was Alone in a LittleBigPlanet style.
One of these concepts was incredibly rough, I believe it is quite obvious which one, I just wanted to show that the surrounding would be a heavy circle of tropical greenery and not show a great amount of detail. For the others I decided that drawing a green circle around would be a bit neater..
http://www.polycount.com/forum/showthread.php?t=143735&highlight=VG+Remix
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I'm reading the castle towers as sand castles given their noisy texture, but I have a feeling you were aiming to make them stone. Which in many cases, structures like those use brick to make up their surfaces. I think you should have spent time actually making the brick texture to wrap around said tower.
The chief problem, that might be systemic in the future, is just the noise slap on with the rock. While useful, we can't just slap noise around our textures unless here's a solid foundation for that noise to affect. Once again, in regards to the stone, because there's a lack of strong brick looking textures underneath, it just looks like a Photoshop cloud filter was slapped across the diffuse and called a day. This isn't efficiency, this might be perceived as lazy. That being said, there's totally an opportunity to go back in and make it really look like stone, and THEN use the noise to provide, well, noise to the brick.
The buttons are stylistically there. No critiques about that really.
Crash could use a tad more lighting baked into his diffuse. Case in point, direct from the source:
There's a little lighter orange on the back to really shape out his form a lot more. A lot of handpainted textures do this, they bake in (usually) top-down lighting to really pop out volumes where geometry for it doesn't exist. It's quite effective! Crash could use that love, not just on his body, but the pants, shoes, etc. I recommend references from games like Torchlight 2, etc to really see how well it can be done.
== Real question though, why post here? ==
If this was just for a HW assignment given the way the thread has been going, but are you planning to refine this in the future?
I don't know why you're posting here if you're not explicitly asking for a response of any kind. And hopefully your professor isn't forcing you to HAVE to post here, because that's messed up.
I've seen a lot of uni students post here for various reasons, and a lot of them never quite seem to get the value out of making an account with Polycount (I just rhymed a rap right there, teehee), and just talk past people in a one-way platform. My hope would be that they, as well as you hopefully, see this is as a dscussion, a close approximation of what would happen if we, as game artists, were working back to back.
It does make me upset when this happens, but in the end I just get sad because somehow it's just wasted opportunity to really tap into an aspect of what makes Polcount one of the most valuable professional / hobby art communities in the internet.