Hey guys, under 3 weeks until deadline... still struggling away but i think I'll be able to do it.
beta will be up a week from Wednesday if anyone wants to check it out.
Anyways i thought I'd just grab some C and C from you guys if u have time about the graphical aesthetics so far...
Directions i plan on going with this are more intense natural lighting from the sun... i want to put more holes in the ceilings where light can shine down and bounce around. also i plan on really breaking up the walls and floors and ceilings with foliage meshes and vines.
It's tough to break up the monotony of textures with such little time...all the assets in the level are custom, created in zbrush, max, and photoshop. I've merged riki bobbington's workflow with my own so the assets take alot of time to make, but they look so much better than what i used to be popping out
Let me know whatcha think :-)
Replies
With the additions you're going to make it should be pretty sweet.
Changed the lighting a bit... added some new meshes and some vegetation
Heres a screen of the lighting, and then with textures
Some minor height variation on the floor would do alot. Since it's an ancient structure the floor could be slightly bent downwards, just to create variation.
Also I would suggest having another type of supportmodule in the corridor(s) to add to the variety. Some edge trims along the bottom of the walls would be good as well.
Otherwise, it's coming along nicely. Haven't got anything to add on the texturing part.
I agree it needs a point of interest. Maybe something with water and emitters. If you look at the Unreal 3 levels they reuse assets scaling and placing them in ways they weren't initially meant for just to create more structure and interest in the enviornment. Even in places where only a small section of the asset is visible.
I'm taking the creation of this map very seriously as i plan to use it in my portfolio.
Wilex, the textures may look low res cause i took the shots at high res and scaled down, also the textures on the meshes are 1024s... the BSP textures are 2048s though.
I faded the paint and added a little bit of spec to it. I also added saturation variation for the approximation of true paint creation. O_o.
heh.
Thanks to Noel Cower, Flaagan, and Geezus for feedback on this topic.
Trying to get it optimized.
Scott Petty
Environment Artist
www.Buddikaman.com
http://www.imagesofanthropology.com/images/Inca_ruins_at_Chachabamba_Andes_Mts_Peru_copy.jpg
http://www.imagesofanthropology.com/Inca_civilization_of_Peru_South_America.html
if you want to check out the beta you can download it at
www.virtuosicstudios.com/junk/CTF-Angkhan.zip
Thanks for the comments... i'm gunna make some foliage meshes and add them to some of the ground spots and along some of the pillars and whatnot.
I'm thinking about keeping this map unreleased and just kind of making a mini-enviornment to practice what real ruins should look like... then once i have that technique down i can reuse all the assets i made to do a nice deathmatch map or something.
Agreed.
I would desature those colors that were painted in and erase some spots to show wear and fade. I would also increase the normal map intensity for the floor b/c they appear flat and not bumpy enough.
Overal great job on that environment. A hell of a lot better then the environments i've tried to attempt.
I wouldn't like to have them in there, but gameplay > graphics when it comes to things like this. The best thing i can do is eliminate the colors in the middle of the map to get the true neutral colors to show.
I totally agree with the floor. It looks extremely flat and i'll be working on fixing this issue in the next build of the map.
The next build of this map, however will be a death match map so all that paint and shit will be gone...
what i have cooking up for my next environment will be the same theme, but it will be concentrating more on graphics, because honestly i don't think I'll be making it to be playable, but only to walk around in.
I'm gunna record a flyby of the map to show you guys who dont have UT3.