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[WIP] Asterion: Environment art

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panicpancho polycounter lvl 5
Hey guys! This is my first post on Polycount and I'm a little bit scared hehehe.

 I'm currently working on a project called Asterion and I want to show you some of the concepts I've been doing lately for our game. They are not finished, but I want to make this topic sort of a blog of my progress and of course to get your valuable opinion :) :smiley:

The concept was made in blender + zbrush + render in marmoset and a bit of magic with photoshop. I haven't started any retopology or texturing yet, but as soon as that is finished I will put the scene on unity and see how that looks. :neutral: (Fear)

Any feedback is really valuable for us! We hope you like it!

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  • Fodenn
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    Fodenn polycounter lvl 2
    Hey Panicpancho, it definitely looks good ! I like that fog under the bridge, it gives a mystical look. Tought, I feel it a bit too blocky, maybe add some curvature ?
  • reverendK
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    reverendK polycounter lvl 7
    i'd edit, obscure or othewise reshape the tangle beneath the bridge on the right side. It's adding a lot of noise and distracting lines. pushing the variation of thicknesses on the vines will go a long way as well - especially as you refine their shape.
  • panicpancho
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    panicpancho polycounter lvl 5
    Fodenn said:
    Hey Panicpancho, it definitely looks good ! I like that fog under the bridge, it gives a mystical look. Tought, I feel it a bit too blocky, maybe add some curvature ?
    Thank you so much! And yes you are absolutely right, On the next update I will try and give the fog a little bit more of a wavy mood like if it was some fog from moving water to give it a more dynamic look! Thank you so much for your feedback!
  • panicpancho
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    panicpancho polycounter lvl 5
    reverendK said:
    i'd edit, obscure or othewise reshape the tangle beneath the bridge on the right side. It's adding a lot of noise and distracting lines. pushing the variation of thicknesses on the vines will go a long way as well - especially as you refine their shape.
    Thank you!! Yeah as you say the vines need a little bit more of work on that area, I will try and give them  more  fog to obscure them, and maybe try to arrange them so that they look less messy. Thank you for your feedback reverendK and see you on the next update!
  • X-One
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    X-One polycounter lvl 18
    I'm liking the general direction this is going right now. I actually do like the blocky shapes and don't think you should add much curvature into your structure. Once you have cleaned up your roots, I think they will supply enough contrast to the blockiness. If you need to further introduces curves, do so with your textures/sculpt in my opinion.
  • panicpancho
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    panicpancho polycounter lvl 5
    X-One said:
    I'm liking the general direction this is going right now. I actually do like the blocky shapes and don't think you should add much curvature into your structure. Once you have cleaned up your roots, I think they will supply enough contrast to the blockiness. If you need to further introduces curves, do so with your textures/sculpt in my opinion.
    Ok got it!! Thank you so much!!! I think the first step  is to go and experiment a lot more with the roots, specially on the bottom part of the scene, I was thinking to use them as a filler for some empty areas on the bottom, and blend them using the fog so that it feels more like a foggy swamp (?) I will try and work today and maybe this weekend on that and give you a small update. Thank you for your feedback!
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