We've had Jon take a look at the concepts that Julian and myself like, and he's done a quick version of his own of one of them based off our thoughts. I'll edit this post with the original/new versions as soon as we're sure we're heading down that route, consider it a reserved spot for the moment...
*EDIT*
As I said, this is a very quick, very rough concept at the moment while we're getting to grips with what we're after. We're going for something a bit sci-fi - floaty platforms and suspended walkways over certain death, dead bodies floating past in tubes for 'recycling', cables, wires, electronics and open architecture. It's all very open at the moment, Jon is just feeling his way through it - so if anyone has any comments/suggestions then by all means feel free to throw in your 2 cents, we won't throw them back at you. Cheers.
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Right, so we're getting there now in terms of the look we want - much darker in term of atmosphere, and a really interesting colour palette that will hopefully stand out. As Jon described when handing this over to me... "It’s going to be a Dark Cthulu-esque Machine God". Any comments appreciated. Detailed version incoming within a couple of days hopefully while we block out the space (already begun).
Apart from that, Julians having a go at the tentacle stuff in Zbrush while I go low-poly on this thing for the moment. We'll hopefully have quite a substantial amount to show by the end of this weekend: A much more refined concept, a low poly first iteration of the whole scene, and some Zbrush samples of the kind of details we're going for. I'd have liked to have this all done a bit sooner but y'know, commitments and all that... but we're generally not too worried yet. Stay tuned.
We've decided based on this that we'll keep the detailing to a minimum on the tentacles themselves, and have more intertwining root-like tentacles which should hopefully look quite nice (and will allow us to use minimal normal map resolution so we can use it elsewhere. I'll update later tonight.)
I'm updating what I've got done. 'fraid I didn't get as much time as I'd hoped on this thanks to 'other commitments', but I've tried to include detail across the board as far as possible to help with the actual building of the scene.
Catch up tomorrow.
Cheers,
J.
I'll be posting another WIP update later; more tubes, gigeresque walkway supports, 2nd platform in place and some other bits. It should start to look much more complete, and then we can start getting some hi-res/texture stuff in place. Only thing I can foresee being a struggle to get right is the 'squid' type unit that will be the hub of all the tubes/tentacles.
Yeah, that's the shame about complex tentacle things. Real easy to paint, and a pain in the arse to actually create.
Sorry.
Bwa ha ha ha ha ha!!