Hey guys,
I've started working on a hand painted swamp scene for an Top down isometric game I'm prototyping in UE4. Here is some reference for the kind of camera Angle I'm going for.
The environment will need to be a small battle arena with points at which enemies can spawn in and enter the battle area in which the player can roam around. I've started painting and modelling some assets. Below is an image of the individual pieces i have made
and these are the assets I have assembling from those pieces so far
If anyone knows of any good reference for hand painted fantasy and animation films of swamps that would be really helpful
I really like the night/dark lighting in the swamps from the 3D film Avatar.
-Andy
Replies
Did you paint over a real texture for your bark? I should try that, seems like a cool way to get decent colors.
I took some small samples of bark stretched them up overlaying them and used the "Colour Balance" tool in Photoshop to pull out the blues and greens more.
I then flattened it and painted the bark lines over and sampled the colours whilst painting.
-Moss patches
-Roots
then model some more unique geometry for the tree bases and damaged pieces of trunks. I would also like to create some thinner smaller trees in tangled clusters.
I've also made some planes which i can apply the root alphas to
I've spent this lunch on the bark and began adding moss in two layers.
I first used an overlay layer to gesture and tint areas of the bark i would like to add the moss.
I've then painted some chunkier moss patches in afterwards on top of the overlayed areas.
I'm going to move onto painting higher contrast shadows and highlights then adding eye candy lines/shading on next.
I've painted in some soft blue shadows and eye candy highlights and shadows now. In comparison to my leaves and branches the colour variation is pretty bland, I'm going to experiment with that and see what i can get.
Here's how it currently looks on a test asset in game engine
I know it's a test but however the lighting setup you've got in UE4 for your asset test is really unflattering and definitely degrades the lovely work you have on that texture right now... but again I know it's a test, keep going
I'm a little worried my textures grayscale values might be a bit weak for the bark at the moment. I'm going to check them over and see what i can do.
By block out I do also mean perhaps some rough textures with block values with maybe one blend pass to get the ball rolling.