Hi everyone, I'm working on a new 3D environment piece and I wanted to explore the rocks and beaches around the south west of the British coastline because I think there are a lot of fascinating shapes, colours and textures to play around with.
I have a bad habit of jumping straight into things so I wanted to take the time to build a decent foundation of work up before I get stuck into things. Above are some rough sketches I did just to play around with the tonal masses and composition. Your feedback, critiques and input would be greatly appreciated. Like I say, I want to build a strong foundation for the final piece.
I did a more detailed "fluffy" write up on my blog if you're interested
http://artunitfive.tumblr.com/post/158146338082/shoreline-environment-artAnd here are a few of the inspiration shots i snapped on my crappy phone camera just to give you an idea of where I'm heading.
Thanks!
Replies
Since this will be a 3D environment and the individual compositions won't exist in isolation from each other I wanted to experiment with how the whole scene might fit together so I did a rough panorama of them.
Nothing is set in stone and I would still welcome any feedback or suggestions. Otherwise I will probably move on to blocking out the scene in 3D.
Unless anyone can see anything jumping out at them that's not working I will likely start to work up some of the details on the larger pieces.
The only thing i can send your way, and mind you that this is my humble opinion, is that the major form of your sculpt looks "blocky", square, almost like a rectangule. You could breakup that form bringing more irregularities to the overall shape. Also, you could add smaller rocks in between the larger ones, making it feels more like natural rock formations.
The detailing though looks pretty solid and close to the reference.
Keep this going!
Your original sculpts look awesome though!
So on your advice I went back through and upped the polycount on the rocks, to get it looking closer to the sculpts. Unless there's anything that jumps out to people I'm gonna crack on with the texturing.
The rock I'm basing this on is genuinely quite dark but I'm having trouble balancing it in the scene as detail starts to get lost. Any advice or suggestions on this would be totally appreciated. I tried just tweaking the levels to brighten it up a tad but it started to look a bit washed out.
The next phase of attack for me is to build some materials to bring some variation into the rock. Things like barnacles, mussels, seaweed, quartz, iron deposits etc.
http://polycount.com/discussion/181140/unreal-4-terrain-blending-tool-inspired-by-star-wars-battlefront/p1
It is quite heavy for real time rendering, but hey, all that counts for portfolio is that it looks good!