Does anyone have a tried and true method for modeling an environment based on one piece of concept art? For me, the most difficult part of the process is blocking it out which doesn't bode well for the rest of the project as you can imagine. Take the following concept imagine from Ratchet and Clank for example.
Since I'm using UE4, I'd bring the basic third person character into 3ds max, and just pick a size that looks good relative to the model for my first piece. Then i'd base all of the following models relative to that size. This works fine for like one model, but when it comes to creating a 1:1 match of the reference image, things like spacing between buildings, and other structures become an issue.
My question is this- not going beyond block out phase, what would be your workflow for tackling an image like this to get it as close to the concept as possible. Any insight or learning resource related specifically to this process is greatly appreciated.
Replies
Tedious as hell and sometimes requires breaking out the old algebra and math, but it hasn't failed me yet!
1. Brute force math: You know the bridge is a rectangle. To find the missing side you need to use A = L x W. You can do this two ways by splitting the top of the bridge into two rectangles and calculate the shortest length, or you can find the hypotenuse, times it by the length/width and it will give you the area.
2. Tessellate and measure: Very similar to the above, but instead you can set up measurements that work with multiple perspectives. Break the object into a rectangle (in this case, the bridge), and subdivide it so it has multiple square faces. Connect the top faces so that they line up perfectly with any vanishing points in the scene. You can continue to use math, or count tessellated faces because technically, all the squares are equal and travel back to the vanishing point.
*I should also note I scale my answers. Pretend the bridge is 10 ships tall. The bridge should not have a measurement much smaller or bigger than that.
Again, this may just be the tedious way of extracting proportions because I'm kind of a hyper nerd for spending this much detail on art.