Hello everyone, I’ve been wanting to create something Metroid for a while now, so I’m just jumping in a going for it.
I’ve been really interested in the cave like environments for a while now and the Metroid games are typically abundant with caves, so I felt this was a great opportunity to get more practice.
For this environment I’ve decided that recreating a portion of Super Metroid, specifically the pink sections of Brinstar would be great. Not only will it allow me to create some hard surface assets, but also blend it in with organic shapes and designs, like intricate mushrooms, vines, and so on.
My main goal with this environment is to really push a bright a vivid scene, similar to how Metroid Prime visually looks. I really want to push and expand my creative process while also creating an environment that has gameplay elements considered. The end result will hopefully be an environment that looks nice, but also looks like it could be fun to play through.
Enough ramble however, here is some concepts I created, along with the first whitebox pass.
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I think would look even nicer if you broke the repetition of the ground-pattern a little. You could tweak your material to achieve this or add a variation-mesh.
I'm having a hard time reading the scene because of the lack of depth in lighting/fog/atmospherics. I think you need to sepperate the floor from walls more with a different material on vertical and horizontal surfaces. You can do that with a Z-up shader to make things easier to creation, and have a nice blend between the two.
I'm really excited to see how this progresses. Super metroid is one of my faves
Hey Lucas, thank you so much for your feedback.
I definitely appreciate where you are coming from with this. I wonder where you think I could change things to make it more like you say with the undulating and intestinal look?
I only ask because my intention with the environment was to retain that blocky look to be relatively in line with the reference screenshot below and my subsequent interpretation of it.
I do intend to create more assets that will assist in that process, especially with more detail pieces. However, at the present time I am still working on the secondary detail assets.
Although I am wanting to retain the blocky aesthetic, I am open to further suggestions in regards to the space and how to make it more organic, but alien.
I will definitely look into how I can break up those horizontal and vertical surfaces Perhaps some spline based netting to blend between those planes?
Thanks again for pointing those areas out, every little bit helps.
As far as differing wall materials go, there are a few background types used throughout both pink and green Brinstar: