Home 3D Art Showcase & Critiques

Project "Stompy" WIP art dump

polycounter lvl 7
Offline / Send Message
Rynosauras polycounter lvl 7
Stompy
A student game project currently being worked on by artist Nathan Cavanagh, Ryan McMahon and Josh Sutcliffe. We will be posting our assets and characters here for CC as well as posting updates on the progress of the game :)

Essentially Stompy is a game where you play as a Giant named Stompy that goes around and smashes everything, we are really putting an emphasis in the destruction and pushing unreal to its limits with physics.

Replies

  • Rynosauras
    Offline / Send Message
    Rynosauras polycounter lvl 7
    Sculpt of the door for the houses

    GNHzSvV.jpg
  • Rynosauras
    Offline / Send Message
    Rynosauras polycounter lvl 7
    Texture + wireframe

    WtBv3I8.jpg
  • ncav
    Offline / Send Message
    ncav polycounter lvl 5
    I'm Nath doing character art for the project. We are about two weeks in so far or if you want to get technical our first week of class working on this started today.

    I'll post up some proper renders of the giant with topology and the sculpt later tonight but for now this is the first initial skin test in UE4. Very much a wip, lots to fix and tweak but I think after I've put the work in it will look pretty cool.

    0zmHe2z.png
  • ncav
    Offline / Send Message
    ncav polycounter lvl 5
    So this is the sculpt minus a few accessories I made. I am a little uncertain as to how to correctly skin a few things to the model with regards to re-targeting to different skeletons in UE4 so I am leaving them out we get past a proto-typing 'checkpoint' we have in roughly two weeks.

    TjUxTDe.png
  • Rynosauras
    Offline / Send Message
    Rynosauras polycounter lvl 7
    another update :)

    QhQNY0f.jpg
  • Gevz
    Offline / Send Message
    Gevz polycounter lvl 7
    Rynosauras wrote: »
    Texture + wireframe

    WtBv3I8.jpg

    Nice work on the textures! I would optimize this door more in terms of polycount since this will probably be duplicated multiple times. If it were me, I would separate the wood from the frame and just make them overlap/intersect a little to avoid holes. Like how it goes, when you "stitch" parts, it will need more edges to make points meet. This might be a case to case basis but for doors, you can separate them. And, I will make the stone frame simpler by deleting some more edge rings.

    Other than that, good work!
  • Gevz
    Offline / Send Message
    Gevz polycounter lvl 7
    ncav wrote: »
    So this is the sculpt minus a few accessories I made. I am a little uncertain as to how to correctly skin a few things to the model with regards to re-targeting to different skeletons in UE4 so I am leaving them out we get past a proto-typing 'checkpoint' we have in roughly two weeks.

    TjUxTDe.png

    Good proportions on this guy! :thumbup:
  • ncav
    Offline / Send Message
    ncav polycounter lvl 5
    Thanks dude :) I appreciate it. The prototype model for him is in game and I am going to come back and do some revisions soon. I lost so much time figuring out a good animation pipeline for him but all sorted now. Anyway, I finished my male base the other day, working on clothes and armour for him and will update soon. CC welcome :)

    CTPjvSA.png
  • ncav
    Offline / Send Message
    ncav polycounter lvl 5
    Some villagers in the testing map. Shirt colour can be randomised in engine. Will also be adding socketed head pieces to break up silhouette alongside hands props. I would like to create more varieties but we don't have a long time frame. The character is really small in game anyway. About 3.8k tris, I can drop it if affects performance but it has been fine so far.The houses and giant ect in background are all being updated atm.

    EDCq6lk.png

    This is my soldier high poly, again he will be small on screen. No need to go in to crazy detail but I need to redo the tunic. It isn't great for a low poly mesh the way it is... Anyway getting there slowly.

    6w5K3HE.png
  • Stavaas
    Offline / Send Message
    Stavaas polycounter lvl 3
    Linking the art so far. Subbed!
  • ncav
    Offline / Send Message
    ncav polycounter lvl 5
    Some more wip shots.Some archers in a Ryan's archer tower. They are pretty small on screen but they seem to read well.

    YstYT56.png

    Also an update on how Ryan's modular houses are looking. They look pretty cool when you smash them, some nice destruction and particle effects.

    2J8xKHR.png

    The game itself is still very early but it's pretty funny to punt a villager and watch them go flying.
  • evilplantosavetheworld
    Offline / Send Message
    evilplantosavetheworld polycounter lvl 8
    ncav wrote: »
    The game itself is still very early but it's pretty funny to punt a villager and watch them go flying.

    I'm having beautiful beautiful flashbacks to Black and White. I'm going to have to keep an eye on this.
  • ncav
    Offline / Send Message
    ncav polycounter lvl 5
    Project is turning out pretty well all things considered. Couple of weeks to go. Giant can do some pretty cool stuff. There's a town that needs a lot of set dressing still but yeah. Lighting ect has come together. I don't like the giant model anymore but no time to change it. Have definitely advanced alot about lighting and materials in UE4 as well as polishing rigging and other odd things.

    4aROKg1.png
  • joulehan
    Nice creature! I feel like since he has such a heavy and muscly torso that their legs should be beefier too to be able to support it. Overall, I'm loving all your assets.
  • Rynosauras
    Offline / Send Message
    Rynosauras polycounter lvl 7
    Here's some gifs of what our menu screen looks like! https://gyazo.com/03e52022a2f944315df913d08cd4757f https://gyazo.com/6596c3f612dfad52f7f73070a232d8d2
Sign In or Register to comment.