Hey gang, it's time for my next project! I'm going to make a stylized environment inspired by Bloodborne. I'll not be going off a concept image, as I'd like some art in my portfolio to claim as something which came from my head (myself and a 2D artist friend (Hudson Partridge) having been banging out some concept ideas). I've spent some time collecting a ton of reference for the scene;
What I've got for composition so far;
I understand this scene is going to be a big undertaking, so I'll definitely be making lots of use of tiling textures, trim sheets, and especially modular pieces. A lot of the buildings in the background will be billboards, so I'll be seeing how simple I can get away with. I'll also be placing a big emphasis on running as much as I can through ZBrush to give it that super stylized look. I've got a couple of character artists interested in working with me on this scene to give it life, and am currently trying to figure out how to put a cool character or two in here. I know I'll be putting in gargoyles, and those themselves will be a lot of work, but I'm not sure if I want to give away the gargoyles because they'll be a lot of fun :P
If anybody has any critique along the way, I'd love to hear it.
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Hello all, jumping in with my buddy @Ashervisalis to show some progress on the creature for the environment! Concept by Hudson. I will be adding some further polish and refinement now, right now the fur is the weakest element so want to improve that. To do:
Another update - I am now going to be doing a final (finalfinal) pass to refine stuff like the fur and hands, I would ideally like to have it close up enough to match visual fidelity for maybe a third person cam/distance. I am hoping to add some extra tertiary deets, infections, scarring in the painter stage.
Some color ideation for texturing later on. Shortly moving onto the game res
I like the idea of a bridge between the towers.
What i would suggest is to open up the front tunnel and to be able to see a part of the town through it. Maybe something important like a monument or a far away significant building. Just a thought.
I have to say that the lighting doesnt do it for me either. I think a combo of cold light from the moon and warm light from the lamps will create a much better mood. But thats just my personal pref.
Keep it up, tho.
In terms of criticism, perhaps the colour variation on the main wood for the carriage could use with some height differentiation. I would assume the carriage has been painted on top of a particular wood and that paint is now peeling away. I feel you could make it pop more with a bubbly nature to fit with the stylised aesthetic and i feel it would just add that extra context to the wagon and show people a more clearer picture of the fact that this wagon is old and worn down and even broken in some areas
Just something to potentially think about!
So excited to see this progressed further!
Hi all - I keep finding more things I can improve about the base sculpt and go back to improve it I promised myself this is gonna be the last time I do that as I'll never finish it if I don't commit! Some more shots soon, will move to texturing shortly.
Probably you are on it since you said you found more things to improve:
-Refine the brachioradilis line , right now it makes like a snake form instead of being a more or less straight line
-Think about how you want his loincloth folds to look, at the moment they seem like a placeholder to me
-This is just personal opinion, but I would make his thumb slightly longer
+ I like the way you are doing fur
+His face looks hella nice
I think the smaller the moon reflective area the less light it produces. But that is an artistic choice after all.
Totally agree with the barrel excess in games. We need a new "crate".
I'm digging the plan you made and cant wait to see more progress.
Cheers