Hi guys,
from now on I feel comfortable to show you my current project for school - to be a bit more precise for my bachelor thesis.
Long time I was just a 3d/game enthusiast doing 3d art in my spare time. Aside this I am a student at a school for graphic design with the focus on typography and corporate design and most of the students are pretty happy with this. Of course - they decided to study it ... and there are me and few others who specialize on 'digital media' or what is called here at school hypermedia ~
Short story long - I will do my bachelor thesis in (game) environment art.
I want to share my process with you and I hope you'll find it informative. Please feel free to critique me.
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I could explain you everything about this environment, but I decided it is better you see/review it with your innocence in terms of meaning. My examiner in one year will do this too, so i think it's the best for me.
As you can see I am in the blockout phase - I'll add more information along I do the final assets.
The only thing you need to know - this town is underground, there is a cult who rules the world and they force the whole community to see their rituals in the center of the cave. The bottom, the area of the cultists is very sharp and clean. Above that it gets dirtier and dirtier. Oh - and in the middle of everything will be a giant eye who's looking always at you.
Favela area
The altar/ cult areaOverview
Replies
Yep, my target engine will be UE4 with basic gameplay. My focus is on the Environment Art, but I want more than this and so I decided to build everything with level design principles in mind.
It will be a basic 'exploration-game' ~ walking simulator.
I think I will do here and there some changes later, but the main shape is done.
This location is meant to be the 'ahh I got it - location'. The walls will be painted and huge pictures are telling us the story of this place.
Why is nobody in this giant town? No life? Where are they left?
Here you will get the last piece of the puzzle.
recently I had no internet and no possibilty to work, so for now just something small.
A small concept line art of the altar area - it isnt really what I want to achieve, but my drawing skills are limited.
Some parts are missing like the three statues and a lot of plants and trees, but for me it's engough.
The coffin and the three statues will get of course a seperate design sheet.
Now I started to develop the whole thing
Nothing really to see here at the moment, but I hope you get a feeling of the visual style of the scenery. My plan is to 'mimic' the characteristic of german expressionismn films. You know - Nosferatu and The Cabinet of Dr. Caligari for example.
For me, deep and dark shadows and harsh shapes.
Surreal shapes, great contrast, painted structures and shadows.
I placed almost the whole blockout into the engine and lighten it up. Once the main lighting is finished, the roof will be darkened, because I dont want to build the whole cave and by darken everything up I create some kind of infinity. But for now I dont know how
For now three screenshot of the main area ~ still a lot to to, but what do you think about the current (light) status?
Maybe it's to much fog here, but this will be possibly fixed in the future.
The next step is to model the entrance area, you see beneath this text.
I have at the moment a lot of problems with the brightness of my scene. On the one side, I want it to be dark and mystical, but on the other side the readability get lost in this dark mess and I do not have a real option to lighten it up. Of course, I could add fake lights with no shadow casting, but I want it to be plausible as possible.
There is still no post processing so far, but I want this a my last resort.
Some advice here?
Recently I am working most of the time for programming and sound fx, but I thought my progress is worth showing you.
What do you think?
I am almost finished with the environment part - visually. Just two more hero props and I am done
Anyway - here is a update for you guys. A cave inside the cave ^^
Still no post production - but it feels like I cant do a lot here
Thanks! I really appreicate that you appreciate the great amout of work in this huge space
I am really happy when I finished the room, because for now most of the work is programming stuff and I am not a programmer ^^
@Doxturtle
Thanks. I hope you'll like my further progress even more ^^
It's always nice to get positive feedback.
Soooo - here is the last area of the environment. Now everything is done and now I have to fill it with items, programming stuff and more.
Ohh ... and replace the painting on the wall with a massive one
If you like the painting of the poster, feel free to visit the instagram page of the artist!
The eye is heavily work in progress
https://www.youtube.com/watch?v=GcLsK44v0jM
I found two totally talented voice actresses, Haley C. McCarthy and Chloe Liao and both recorded 17 lines for narration and here you can hear an example.
In this example you can listen to Haley C. McCarthy - be sure you visit her twitter page!
https://twitter.com/haleymccvo
My only problem is to fix some blueprint errors and I have no clue how, but I am sure I find a soultion.
I learnd a lot in this process and I am pretty happy with my first unreal project.
Can't wait for the next one