Hi, my name is Dusty Crandall. I'm starting a project for a sacrifice scene. I've done a lot of work in the past but it's all been high poly. This time I want to try some low poly / high texture work. If you are curious about the work I've done in the past you can go here:
http://fxmogul.com/members/ViewMofile.aspx?User=Dusty83 (please note: you have to sign in to view my stuff. Making my own website is next on my list)
My general Idea is to have a giant cave with a tribal ritual sacrifice scene in front of it. I'll post what I have so far later today.
I will be rendering in "Unity". I wanted the "Unreal" engine but the graphics card on my computer isn't compatible with the directX 10.
This will be my first video game scene and my first time trying to model as low poly as possible. That being said, I don't want any "sugar coating". If my scene sucks let me know so I can fix it before any recruiter can see it.
That being said if any one can light really well I may need you to finish off my scene. I'm good at a lot of stuff but for some reason my lighting is always off. O and I'm stuck on exactly how I want my sacrifice stone, pillar, platform, thing to look. I'm thinking about a tribal decorated stone with a poll sticking out of the top but I'm not sure a viewer looking at that will automatically know it is a place of sacrifice. Let me know your ideas!
Post ya latter!
Replies
Just google around for ancient sarcrifice stones and develop your own thing.
I only textured the landscape and that might change as I progress. The sticks you see are going to be torches and the barrel things are going to be drums.
I want the viewer to get the sense that they are very small in the face of something really huge. I want the viewer to think "Man, I don't know what's going to come out of that cave but I'm not sticking around to find out"
There are already UV's set up for everything you see. I wanted to post something before I textured everything. It isn't a work in progress if I finish everything before posting.
I'm thinking the actual sacrifice pillar, stone, thing should be as close to the mouth of the cave as possible, so the viewer could get a strong feeling of small vs. BIG. With that in mind you would need to know what it is from far away.
Let me know what you think!
if its a sacrifice to a large monster, id imagine that bones and stuff would be strewn about the scene too, and some of those trees would be broken perhaps
id check out the rancor cave from return of the jedi or some other movie that has a sacrificial pit to maybe get some ideas
What I did since I last posted:
Moved the camera closer,
textured: forest, drums, and torches
You can't see the texture on the torches very well so I might use a lighter wood.
Getting the alpha to behave on the trees took me longer than expected. Just the bumps and setbacks of learning a new program.
What I have next on my list:
Tomorrow I want to make some stars, make some fire, break some trees, and texture some blood stains on the cave.
If the particle effects of the fire don't set me back I should get that all done before work.
Again, any comments are appreciated. Thanks!
This thread might be useful for inspiration http://boards.polycount.net/showthread.php?t=50160
You should have a look at next gen enviroments or decide to go a stylistic simpler but greatlooking way, right now its too little diverse geometry not
so pretty tileable textures and some texture stretching.