hmmmmmm...the paintover reminds me a lot of my roommate...GAY!!
lolz, i like the lighting you gave to it and the crazy beams coming down. maybe have one blasting down on a building all like independence day and shit
Neat scene Jesse. I think Jackablade might have a good idea there, with the coloring you've got now it would not be a far stretch to make this an underwater scene. Either way lookin good, keep it up
Thanks guys. Blocking out and doing a top down type sketch today to see how this will all fit together and what needs to have the super detail and what does not.
Also creating the asset list and due to the size of this scene there has to be quite a bit of modularity so I can actually get what I want out of it. Adam mentioned this in his and I can't agree more that it's highly useful and a lot more people should give it a shot.
not that I don't like the concept, but it seems very character driven (the characters piloting all these ships)
I dunno whether you're breaking the rules or not... but I get the feeling that you sorta are.
Well isn't anything that's man made character driven? No rules are being broken. I don't have robots, or characters. Just vehicles, ships. No open cockpits that even have the shape of a little dude inside.
it also appears like its the start of a lvl instead of the end. like if the end was destroying one of those big ships.
also feel it needs some kind of foreground element that isnt just rocks, something that ties in with the battle or the city being destroyed
It can be a final powerful looking boss level, the aftermath of a legendary battle scene, an epic occurrence that suggests an end is coming, a stairway to an intimidating portal, a road that ends in a pit of fire, or more.
In unreal creating all my master materials and what I will need as far as engine based stuff is gonna go.
Playing with a material I can just use a mask to change the color of the object or just apply an overall color to an object just over say it's AO map so I can get a wider variety of color in my scene without having to have a blue door, green door, red door texture.
the concepts reminds me on that one Stargate episode when the Ancients replicants tells their story how they got ass kicked by the Ancients :P like it.
Got the sidewalks done tonight. Nothing spectacular. Just some pieces that snap together that I'll be tossing foliage and overgrowth on top of along with debris and rubble.
Replies
lolz, i like the lighting you gave to it and the crazy beams coming down. maybe have one blasting down on a building all like independence day and shit
Are they stealing our water?
Also creating the asset list and due to the size of this scene there has to be quite a bit of modularity so I can actually get what I want out of it. Adam mentioned this in his and I can't agree more that it's highly useful and a lot more people should give it a shot.
I dunno whether you're breaking the rules or not... but I get the feeling that you sorta are.
also feel it needs some kind of foreground element that isnt just rocks, something that ties in with the battle or the city being destroyed
Well isn't anything that's man made character driven? No rules are being broken. I don't have robots, or characters. Just vehicles, ships. No open cockpits that even have the shape of a little dude inside.
So no rules are being broken here.
It can be a final powerful looking boss level, the aftermath of a legendary battle scene, an epic occurrence that suggests an end is coming, a stairway to an intimidating portal, a road that ends in a pit of fire, or more.
** from the brief/rules ***
I'VE GOT A BAD FEELING ABOUT THIS!
jk, jeez that looks like the best error ever.
cocnept looks pretty cool. looks like theyre cultivating
Playing with a material I can just use a mask to change the color of the object or just apply an overall color to an object just over say it's AO map so I can get a wider variety of color in my scene without having to have a blue door, green door, red door texture.
and some work on the rail system and supports.