I can't upload attachements, is that for 'big' members only?
Anywho, only had Develop Mag to hand when the initial idea popped into my head, grabbed a Biro and scibbled
Just trying to work on the idea showing contrast rather than colour - you're standing at the edge of a forest looking towards a cavern entrance so there should be a contrast between standing in the shade vs looking out towards a sunlit space.
i really like the first rock version with all the stretching (yeah i know, it's not a version). looks like very stylised rock and could turn out really cool if you'd retopo it the way it is and break up the regularity it has.
the smooth version i don't enjoy all that much, but it might turn out good with textures and a few sharper ledges to make it more rocky.
Yes, it was unintentional, it's just the result of process of generating a quick base mesh to sculpt - I've actually got a video tutorial sitting on my hard drive that explains the process but I've not got round to releasing it yet.
OT: I'm commenting in greater detail on my own forums, PolyCounters (and Unearthly) generally aren't/don't seem to be that interested in that sort of info, so if you want to read more then go there.
@ divi: you have to weigh up the time and effort of that sort of detailing versus whether it's going to be seen in the final shots (in game), relative to the player they are quite big structures but in the final scene you'll also be looking down into/along the structure.
Finally got the mesh sorted out with blending and in to Quake 4. Blending always takes a bit of doing because I often get the 'zones' backwards, thankfully you can just flip the vertex/inversevertex parameters in the material. May have to extend this out a bit (towards the camera) to make sure I get enough forest in that I don't see the edges of the scene.
Replies
Anywho, only had Develop Mag to hand when the initial idea popped into my head, grabbed a Biro and scibbled
Just trying to work on the idea showing contrast rather than colour - you're standing at the edge of a forest looking towards a cavern entrance so there should be a contrast between standing in the shade vs looking out towards a sunlit space.
A member of my forums posted a series of photos used as piture refs
Latest point of progression
the smooth version i don't enjoy all that much, but it might turn out good with textures and a few sharper ledges to make it more rocky.
I actually like the smoother version more.
OT: I'm commenting in greater detail on my own forums, PolyCounters (and Unearthly) generally aren't/don't seem to be that interested in that sort of info, so if you want to read more then go there.
@ divi: you have to weigh up the time and effort of that sort of detailing versus whether it's going to be seen in the final shots (in game), relative to the player they are quite big structures but in the final scene you'll also be looking down into/along the structure.