Hello, I'm wasker, I draw pictures.
It's a base building for a RTS kind of game. The skulls are supposed to be stacked on the shelves at the sides of the crypt. Was thinking of getting some nice warm eerie glows from the candles and perhaps a cold light snaking out of the door when the player is building units from it.
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flybyknight - thank you, sir
gallows -Not well enough You'll get see some 3d from me in here aswell but I'll leave the main modeling tasks to the 3d guys in the team. I draw pikchurs it's what I do. Thanks for the visit and comments guys
Here's another prop/building for the bad guys.
FlyByKnight: hehe, thank you. I think the Silent hill designs are waaay stronger than my designs.
the ball on the chain is a censer ball, burning incense or something :poly142:
So yeah, this is basically how I would start any concept, unless I'm just doodling, in which case I go straight for colours and work out the design and silhouette on the fly. Keeping your silhouette in mind along with value patterns and composition is probably the most important elements (atleast in my frame of mind) of any design and later on temperature if you work in colour.
I would normally do a range of different designs so I have atleast one or two interesting designs to chose from. In this case I pretty much went for F's silhouette but I usually end up combining 2 or 3.
After that its just a matter of fleshing the silhouettes out with some other values. 'Locking transparent pixels' is pretty nifty when working directly from a silhouette. Establishing a good range of values is also important for the form and material to read as intended.
For example; Metal will often have a greater range in values because of the reflectivite attributes of the material (and have short transistions between its' lights and darks) while clay or old leather will have much more uniform value patterns and preserve more of its local colour (that would be the Diffuse in 3d lingo) because it's less reflective.
Thinking in planes will also help you determine what values go where and so forth. Two planes with the same local colour and of the same material, facing the same direction will have the same value unless they are ;
- blocked by form and thus cast in shadow
- being close to other planes and thus recieve more bounce light
More often than not, either of the above will apply to the plane you are working on and even if all the theory will help you when working from imagination it all boils down to what you think looks right.
I hope this helps. I'll try to remember to save a step by step of mah next doodle. :>
konstruct: thank you, sir!
so here are the sillos and a tiling floor texture I handpainted. I'm thinking of adding some plants in the space between the tiles.
Do you just make a quick mockup grid of sorts? I always hesitate in starting things like that because I mess up with my perspective somehow
Now you just need to start combining these awesome sketches with equally awesome colour!
here's a quick character concept
edit: forgot the image :>
here's an update