I posted this elsewere but wanted more opinions. Im making this for a Team Fortress 2 map which takes place on a tropical island. This giant robot is being built by red and blu is out to stop them.
That Robot is cool and i think it fits well into tf2 but the rivet and scratches are much too big! The environment around it looks very simple compared to the robot, i guess thats very wip?
Some welding robo arms and other tech that is used to build that huge robot would be cool.
Actually the environment around him hasnt been touched, the textures are placeholder. I was hoping someone could give some insights as to how to make the scene(other than robot) look more interesting. This could also include textures for the walls, floors ect.
I think it's great. The rivets may be too big but I think it helps lend to the cartoony feel. Awesome robot.
My main thought for TF2 is that BLU is the 'hi-tech' team and red is the 'Jimmy Rig Team'. In this case I think it would be cool to have the robot be Blu's and Blu in the defensive position.
I'd do stuff like a raised metal trim around that floor circle on bth sides. Make it a func_detail so it doesn't complicate terrain. Maybe make that circle the wire grid tex so it's see thru. I'd get rid of the 'notches inside the circle, just for smoother gameplay, always sucks to be backing up and just miss the floor and fall...oh wait, now I see, it's a ramp...
Make platforms that stick out to the robot at diffeent heights so workers can get to him. Allow players to get on him... Might be cool to have one hand bent at elbow and have a CP in his hand with a platform from each side to it...
Looking foward to it. What is the outside gonna be? how many CP's?
I agree with DLoud, would be cool to see some unfinished bits of the robot that havent' been surfaced yet w/ the outter shell.
Could then put some scaffolding and hanging lights from it, and around it, to enhance that feel. Would be non-gameplay geometry, but could really help sell it some more? The robot itself is rad, the blue base should have a giant array of nukes, or a godzilla-like robot
I love where this is going. I have used it as an example to help some friends understand which direction good game art portfolios must go.
Suggestions:
Some animated objects that make sparks.
Some carousels that are loaded with industrial goods that span acros the huge hollow part (think the door factories in Monsters Inc) these carousels would really expose the hugeness of this robot and provide some depth-of-field comparisons for the viewer.
add some familar objects to give the place some scale.
The robotic arm suggestion was a great one.
maybe some sort of contraption that is painting him?
Like others have said: A spot where you can take off one of those metal coverings and expose the inner workings of the giant robot?
I love where this is going. I have used it as an example to help some friends understand which direction good game art portfolios must go.
What a great idea this is...*claps* I love it
Haha, well thank you. Ill take that as a compliment since I dont have a portfolio and am jobless.
BTW, thank you all for comments, im getting an idea of what to do. Altough creating a wall texture is what "really" needs to be done.
Also, the plan originally was to have one of his arms missing and being worked on in another room by mechanics welders shooting lazers w/sparks...but i never got around to it. Here are the lazers. Im thinking about scaling them up, erasing the bottom half, and have them come out of the walls to work on the robot.
Replies
Some welding robo arms and other tech that is used to build that huge robot would be cool.
Scott Petty
Environment Artist
www.Buddikaman.com
As for the environment, check out this great resource:
http://www.flickr.com/photos/martintrolle/sets/
My main thought for TF2 is that BLU is the 'hi-tech' team and red is the 'Jimmy Rig Team'. In this case I think it would be cool to have the robot be Blu's and Blu in the defensive position.
I'd do stuff like a raised metal trim around that floor circle on bth sides. Make it a func_detail so it doesn't complicate terrain. Maybe make that circle the wire grid tex so it's see thru. I'd get rid of the 'notches inside the circle, just for smoother gameplay, always sucks to be backing up and just miss the floor and fall...oh wait, now I see, it's a ramp...
Make platforms that stick out to the robot at diffeent heights so workers can get to him. Allow players to get on him... Might be cool to have one hand bent at elbow and have a CP in his hand with a platform from each side to it...
Looking foward to it. What is the outside gonna be? how many CP's?
Its a TC map with CTF instead of CP, which keeps the flow more fast paced and breaks the monotomy of CTF maps while decreasing the stalemates of TC.
Scott Petty
Environment Artist
www.Buddikaman.com
Could then put some scaffolding and hanging lights from it, and around it, to enhance that feel. Would be non-gameplay geometry, but could really help sell it some more? The robot itself is rad, the blue base should have a giant array of nukes, or a godzilla-like robot
Suggestions:
- Some animated objects that make sparks.
- Some carousels that are loaded with industrial goods that span acros the huge hollow part (think the door factories in Monsters Inc) these carousels would really expose the hugeness of this robot and provide some depth-of-field comparisons for the viewer.
- add some familar objects to give the place some scale.
- The robotic arm suggestion was a great one.
- maybe some sort of contraption that is painting him?
- Like others have said: A spot where you can take off one of those metal coverings and expose the inner workings of the giant robot?
What a great idea this is...*claps* I love itHaha, well thank you. Ill take that as a compliment since I dont have a portfolio and am jobless.
BTW, thank you all for comments, im getting an idea of what to do. Altough creating a wall texture is what "really" needs to be done.
Also, the plan originally was to have one of his arms missing and being worked on in another room by mechanics welders shooting lazers w/sparks...but i never got around to it. Here are the lazers. Im thinking about scaling them up, erasing the bottom half, and have them come out of the walls to work on the robot.
Scott Petty
Environment Artist
www.Buddikaman.com