Hello all, I recently came across Ulricks Dungeon environment on these forums (
http://www.polycount.com/forum/showthread.php?t=107729), was heavily inspired and decided to have a go at my own but to combine it with more work I had been inspired by such as Brandon Orden's Cottage Interior (again on these forums). I wanted each tier to be a little bigger than Ulrick made and contain a little more. Currently I'm stuck as to what to do with the floor. I did want broken floor boards on a dirty basement floor but I'm really struggling with working out the best way to go about it. The rooms idea was that this forbidden magic scroll had been locked away down there.
CandC more than welcome on all aspects ...modeling/textures/layout etc...
Thanks in advance.
Replies
I like to start off by making a clean environment and then adding a layer of dirt and breaking the models after I've figured out where all the shapes are supposed to go.
Thanks for responding..
• Refine block out props to resemble the end silhouette. Try to make any of the architectural elements to be modular if possible for ease of re-use(probably won't apply for this).
• Sculpt or use height maps to create details, or both. What ever.
• Make "final" low poly models and UVs, and bake assets.
• Composite generated maps and add images or hand paint albedo/diffuse/spec/normal etc.... as if it was factory fresh. IE minimal wear and tear, basic color and material separation.
Hopefully that makes sense.