Hey Polycount, I've been sitting on my thumps for a bit too long and decided that I want to make cool stuff again. I've had this scene in mind for awhile but only recently started putting the pieces of it together and really flushing out how I might do it.
Much of my inspiration will come from Halo's Forerunner's architecture in a frozen environment. I want to use this to get a better understanding of Substance Designer, Zbrush and ultimately Unreal 4's material editor.
Two of the materials in particular I am hoping to create is a realistic ice material and a tessellated dynamic snow material which will allow me to input parameter maps and control the amount of snow/ice build up on a per object basis.
Since I'm still so early in the development of the scene I'm craving some good old fashion critiques to the face, especially for composition and lighting since I know these are two fields that I need work in.
My concept blockout
Replies
I'm assuming this is not yet in-engine...doesn't look like it.
Hard to critique lighting and composition right now, doesn't feel like you have actually really set either of those up...but the blockout looks promising so far.
I would like to spend a bit more time on block out composition, which is entirely fine since I'm not completely attached to this bridge model, especially with how modular pieced together I made it. It could definitely use a detail greeble pass, but that can happen very quickly with a few hours and some floaters.
This is only high res model currently.