so me and the team have photoshop our original concept and created this concept
as of right now this is only a block out of the main assets of our scene. we intend to add more small assets all over to add inbetween to break up the scene
allow me to clarify. we aren't really doing it exactly, what we really want to show from this combine image was to give a sort of silhouette of our scene. the whole scene is obviously the inside of a cave. the building was to become more of a Gothic cathedral. The boat is more like the raft commonly linked with the river styx the surrounding rock formations in the concept are the general look that we want looming over and around the center building. not to mention that there are still man smaller assets and elements that we will still be implimenting later
im sorry for the misunderstanding and trust me when i say that the overall look of our finished work will most certainly differ from the combine concept.
Here some of the references I'm using for the castle, I want to stylized with Gothic architecture
[IMG]file:///C:/Users/owner/Desktop/New%20Folder/P0707%20Rostock_010-wm.jpg[/IMG][IMG]file:///C:/Users/owner/Desktop/New%20Folder/prague-church2.jpg[/IMG]
ok guys kinda flaked on some of my posting so im going to try to make up for it tonight
so here is a pillar thing i made this is going to be at the base of our castles its kind of a post where the our fire will rest.
this is high poly out of mudbox(not bad for second time usage and no prior training(unless you count that eat3d pillar tutorial, which i didn't completely watch))
and here is the low poly that i will projection it to. this was actually the base mesh that i used to import into mudbox
ok here is the entrance to our cave, this will act as the frame our scene. once again this is a highpoly render from mudbox. i just wanted to show off the whole. hurray for 3rd time usage.
this is kind of how it is going to look like in our scene, but with better lighting
ok i spent quite some time debating with myself about my lowpoly but i feel pretty satisfied with it, especially considering how much will be seen of it.
not bad huh from around 672,000 to about 3,500 tris
incase anyone is wondering why i even have the top, its mostly for lighting purposes
Here is an updated version of our cave.
I am planning to texture this cave with various kinds of minerals (mostly limestone). I am also planning to make a hole on the top of the cave to let some more light inside to add atmosphere.
we are doing a major crunch this week to get all of our models and textures in. i really want to play off this week as though it were the last week, that way all we need to in the next few weeks is take in some comments and tweek our work
ok due to some problems with my computer, my side of production will be a little slower than originally intended, but im sure my team mates will be able to make their stuff in time
ok here is an update on our scene. its still rough, we are still filling it up with one or two small things. the castle is still going to be replaced other than that, please please send me any critiques that you guys think would help out our scene
i just remembered, here are some updates on my assets
once again hit me up with any possible critiques you might have, im going to have some time tomorrow for some serious work, so getting some feed back as soon as possible would be a big help
hey everyone i've been a little busy today but i'm still gonna find sometime this week to fix up my stuff, so once again please send us any critiques that you may have so that i may add them when i start working again
I like some of the compositions, though I feel the color pallete is too clashy and maybe a 2 color, color pallete would unify the scene more. Also I think having a higher poly focus would help the scene.
Replies
as of right now this is only a block out of the main assets of our scene. we intend to add more small assets all over to add inbetween to break up the scene
im sorry for the misunderstanding and trust me when i say that the overall look of our finished work will most certainly differ from the combine concept.
I want it to look like this but with the stalagtites pointing to the center of interest.
[IMG]file:///C:/Users/owner/Desktop/New%20Folder/P0707%20Rostock_010-wm.jpg[/IMG][IMG]file:///C:/Users/owner/Desktop/New%20Folder/prague-church2.jpg[/IMG]
so here is a pillar thing i made this is going to be at the base of our castles its kind of a post where the our fire will rest.
this is high poly out of mudbox(not bad for second time usage and no prior training(unless you count that eat3d pillar tutorial, which i didn't completely watch))
and here is the low poly that i will projection it to. this was actually the base mesh that i used to import into mudbox
im ready for your critiques
and here is the textured version
may the comments and critiques come
this is kind of how it is going to look like in our scene, but with better lighting
not bad huh from around 672,000 to about 3,500 tris
incase anyone is wondering why i even have the top, its mostly for lighting purposes
I am planning to texture this cave with various kinds of minerals (mostly limestone). I am also planning to make a hole on the top of the cave to let some more light inside to add atmosphere.
highpoly without horns
then the low poly w/o and w/ projection with horns
once again hit me up with any possible critiques you might have, im going to have some time tomorrow for some serious work, so getting some feed back as soon as possible would be a big help
first off, here is the fixed shot of our scene
next, im having a little trouble deciding what our second shot is going to be i got two right now, anyone got some advice
now here are some my assets with our new presentation page, my team will have their's up later.
so once again and comments or critiques you have to offer they will be MUCH appreciated
here are the beauty shots
and here are our textures
wish us luck