Hey everyone,
My name is Nedzad and I will be entering the contest alone. I am really glad to be participating. This is actually my first attempt to make a game environment, so go easy on me
(I am usually doing archviz stuff, so this is quite out of my comfort zone, but hopefully I will have time to adjust, and it will be a good practice)
The main idea behind the realm of men is to have an post-apocalyptic environment of an industrial building, an oil refinery, that resembles a shrine, with big colonnade of industrial pipes... The ground is overgrown, and there are oil leaks all over it. It will be a mixture of dirt, mud and oil leaks.
The throne itself is a pile of animal bones that has been turned into a pyramid like sculpture, on top of which sits a man's skeleton wearing a kings cape.
I have attached few reference images that I found, as well a couple of thumbnails that will turn into concept art hopefully:)
I really hope to hear your thoughts get your feedback
Cheers
Replies
This will serve me as a good placeholder for the asset creation process.
For this stage I found really important to set up the overall mood, which is high contrast with the throne being hit directly by the setting sun.
I am also thinking about modularity and reusing as much assets as possible without it being noticeable.
Next steps will be breaking everything down and importing it into unreal.
Cheers
Right here is a blockout in unreal. I have modeled and textured the large pipes, and the small ones behind the throne. I used substance painter for this and will post some closeups later.
The other assets are just a block mesh with basic material from unreal applied.
For the floor I used the terrain mode but will switch it with a model because it will give me greater control.. I think
I will put a breakdown of the work so far in next posts on how I created some of the assets and some thought process.
For the first test (which I will keep in the end) I used really cool script, debris maker, to generate few shrapnel and twigs. I ran a simulation which gave me a basic shape for my low poly. To bake out the maps I used xnormal, and was surprised how accurate the bakes were. I also baked a position map in SP which gave me that ground oil dirt in the bottom. All the bakes are in 2048 resolution but in the end I will use 1024 maps for these piles, as I want to keep the same texel density 512/100cm2 throughout the level (the piles are 200cm). Good thing about SP is that I can easily change the resolution if I change my mind about the texel density.