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Dalaran and Ulduar

polycounter lvl 12
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turpedo polycounter lvl 12
Hi everyone,

Blizzard came to my school the other week to check out some portfolios for their summer internship program. I've always been a huge fan of their products and art so I along with a partner(Jay Hwang) decided to make some Warcraft scenes for our portfolios.

Both scenes are render in the Unreal Editor.

Our school has mainly taught us how to texture for next gen hyper real style games so this is our first stab at hand painting textures from scratch. Any critiques would be awesome thanks!

PS. Ulduar is still WIP

1dalaranzl9.jpg

2ulduarcv8.jpg

Replies

  • vj_box
    I really like the second image,very epic,good to see that unreal is pushed in a different angle.There is good personality to the environments.I would expect glowing lamps in the second palace image,as it kinda lacks the source of lights.except the ambient moon i believe.You can do some cool emissive materials in unreal ed for the lamps which will add more attributes to the env.I would also love to see the wire shots and the construction sheets of these.

    Cheers
    Vj
  • PixelGoat
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    PixelGoat polycounter lvl 12
    Very well done! I almost thought that you were posting some blizzard images :)
  • 00Zero
    this looks pretty weak so far. it could use a lot of improvement. you should add the following to make it better:

    1. falling snowflakes. from the looks of things, youre using unreal editor 3. make a nice particle system of snow falling.

    2. use a camera and matinee to get a nice truck in.

    3. come back to fullhouse. i cant take care of your daughters forever.
  • Snight
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    Snight polycounter lvl 16
    Kelvin, you're a freak. Go get a job at Blizzard or something. These are sweet man, nice work.
  • turpedo
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    turpedo polycounter lvl 12
    vj_box: Thanks for the compliments. It definitely has been interesting working on a new art style with UT3. I do agree about the lamps. In the game there are these little light orbs that float around in certain spots. I want to improve the lighting and I think that is what will do it thanks. I'm in the middle of working on the construction sheets atm but I'll post some stuff as soon as I get them done. For the most part everything is 512 x 512 textures and in small modular pieces.

    PixelGoat: Thanks Pixelgoat! That makes my classmate and I very happy to see :D

    00Zero: I'll do what you ask for if you put the poster up of you know what on your wall :)

    Snight: Yoooo man what a surprise! Thats the dream man! Thanks for the compliments buddy, when are you going to invite me to SD? its only been a few years or so haha. Hope all is well with you over there.
  • Ruz
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    Ruz polycount lvl 666
    really nice stuff guys. make me want to build some environments
  • 00Zero
    so is Everfrost Powder used for anything?
  • brokendragon
    Well you nailed Ulduar for sure. Don't have much to say about that one. You even got the cloud textures right.

    Few things about Dalaran, though. First off, the lighting seems a little static to me. I haven't had a chance to use the Unreal 3 Engine yet, but you can make the light rays shining in a bit softer with some falloff it'd really improve the piece. The other thing is the buildings. I play WoW, and I'm in Dalaran quite a bit. I know that's what the buildings are supposed to look like, but you made them a bit thicker all around, and it makes some of them look a bit...phallic. Now looking at it, I realize that they probably made the spires in Dalaran that skinny to avoid this :P

    If you ever do another piece for Dalaran, keep that in mind. Other than that, great job, man. Where are all the people standing around on their mammoths?
  • turpedo
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    turpedo polycounter lvl 12
    Its vendor trash I know this now
  • turpedo
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    turpedo polycounter lvl 12
    Warning - Image Heavy

    I've got a couple more things to show now. A lighting pass and a few construction pages. The textures used for these assets are 512 x 512 except for the mountain(1024).

    I'll ask my partner to post his construction shots as well. We pretty much copied pieces around to create the structures that we have. They look kind of boring by themselves seeing as how they are just wall meshes hehehe.



    lightstl7.jpg

    doorcs7.jpg

    pillar01wy8.jpg

    stairstk4.jpg

    pillardecoaj6.jpg

    mountain01is9.jpg

    wallpanel01yh4.jpg

    wallpanel03qp2.jpg

    wallpanel04uh5.jpg

    walldeco01ul2.jpg
  • fuxer
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    fuxer polycounter lvl 18
    very nice textures! they all have alot of volume and look very blizzard like.
    Great work!
  • Jaytown
    Hey guys, I'm the other guy that work with Turp on this scene... It was quiet a learning experience! Here are some of the assets I made and worked on during this project, all crits are welcome!

    J
    wallpanel02ppagegf8.jpg
    tower01topppagezn1.jpgtower01middleppageku0.jpgtower01bottomppagexe0.jpgpillar03ppagela4.jpgpillar03ppagela4.jpgpillar02ppagela7.jpgforegroundppageqn6.jpgbridgeppagekn3.jpg
  • 00Zero
    ill kill you....you toppled me.
    next fight club will be MINE!
  • turpedo
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    turpedo polycounter lvl 12
    00Zero wrote: »
    ill kill you....you toppled me.
    next fight club will be MINE!

    I think you mean "OURS" fryboy
  • Orb
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    Orb polycounter lvl 13
    good job guys, looks very nice.
  • vj_box
    looks really really good,appreciate for posting the asset renders.They look cool.Wish you all the best for the future endeavors.

    Vj
  • Mazvix
    Not bad guys. The asset's textures need more lovin'. If you look at Blizzard's in game there are color variations within the textures. Also the shadows are NEVER EVER black. They are always the complementary colors of the Mid tones. Definitely add more variation of highlights in the texture itself before you depend too much on the spec map.

    As for the bricks or the groves, it needs shadows and highlights, and where the light hits on the edges an even brighter color than the original highlight (to show form).

    Good Luck!
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