Hello everyone,
This is the game environment level we create for the game: Defenders of the Klaus.
Client: Atomic Chimp
We are responsible of creating the whole level based on initial concept given by client Atomic Chimp. The pirate village was built from individual modular assets. This is one of several environments we created for the game. More will come in the future
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Client given concept:
Turn table pirate house:
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We use Maya to model, texture and populate the scene with various types of model.
We use Unreal Engine 4 for real time demo, lighting and camera setup and animation.
Using UE4, we can cut a lot of time in rendering and post processing to achieve the look and feel we want
Break down
Here is the components that make up the scenes
Village rendering
Some of our snap shots
Replies
For example we can look at the screenshot you posted and find the natural focus of each image. If you are too familiar with the shots, flip them horizontally in photoshop and play along with me.
The first two shots have a simple focal point and the background buildings fog out nicely. because we are looking straight down the street, your eyes get pulled down to the vanishing point in the centre -it looks ok!
In the third shot, things get ugly. The chimney dominates the scene. Its high contrast grey and white among a sea of high contrast orange and white. Everything is super saturated, super contrasted. Among all this, the lines of the roofs lead your eye in random competing directions and the image has no rhythm.
The last shot is a good example of where the composition can go wrong. The brightest point is wooden stick. The wooden stick sits at he center of nearly all the compositional lines! I'm going to go out on a limb and say the focus of that image was not the texture at the top of the wooden stick.
I hope you don't take this as all to negative. The assets are lovely and the shapes are really interesting. It just looks a bit like the assets where developed in isolation without getting feedback from the environment as a whole.
www.glenn-mcdowell.com
I don't think he can sue them just because of the similar art style.
ThunderClouds, from what I can tell, is not responsible for 'art theft' in this instance. Do not direct such claims at him if you were planning to. It sounds as though the team he is with was given this concept from Atomic Chimp to work from. This concept art looks like it was a paint over/photo-chop of gomcdowell's artwork.
ThunderClouds, you and your team did a great job interpreting the concept art given. Really top notch work. Unfortunately, though, it looks as though your client didn't spend the time in creating truly original artwork and Glenn here is now seeing the fruits of his labour benefit someone else.
This situation needs to be dealt with privately. We'll keep the post up for now, but this particular situation is not to be discussed in this thread as it is between Atomic Chimp, Glenn, and ThunderClouds. Consider this a friendly warning to keep your cool and let the involved folks deal with it.
Thanks guy for your replies !
@gomcdowell: great works, but first I am sorry that if you didnt really know about this project or involved in this project. I thought you was the guy who did the concepts for the game. Of course we dont really want to do any "art thief" if we knew this is not your art that original created for the game.
We should have asked the client if this is original/ licensed art or not, otherwise we would have to do an overall redesign of the concept that take your original art as inspiration.
I think you might want to contact AtomicChimp to sort it out ?
On our side we could always put your credit on our post as the artist for the original concepts if you like.
Regarding the commercial stuffs, as far as we know from clients, this project seem like an Indie - pitching only so hope it would not be too much trouble.
I Just talked to Gomcdowell and we sorted it out !
My lesson tho , I should have handled files from client more careful next time.
btw, thanks guy for pointing this out.
Welcome to Polycount!
A studio is not going to send you a 3d file, unless you pay them to make it for you.
If you want to learn how to make similar assets, they have shared a "breakdown" image on their portfolio, which is very instructive about how to make these kinds of assets. https://thundercloudstudio.artstation.com/projects/3aADD