Man... cheesy ass name, I apologies in advance.
Anywho, since I'm in my final semester of College, we're working on a "final project" for our portfolios... and this is what I've been crackin on for a couple weeks now.
I'll post up concept work / some of the models I've done so far. Basically what I've done was created a fast blockout, and replace blockout models with "finished" pieces when I can.
Still designing some key areas, and any crits would be much appreciated.
I've been heavily inspired by the awesomeness that is Darksiders, so picture that kinda style... but not nearly as good, and you'll have an idea of where I'm heading with this :P
Oh, and I've been following Adam's awesome thread -
http://boards.polycount.net/showthread.php?t=69345 and would love to dive deep like that into the development process of this environment, but he's the king at that kinda stuff so mine probably won't be nearly as in-depth as his.
Replies
EDIT1: Oshawa, ON? May I ask what college do you go to? Sorry for being Off topic.
EDIT2: Please dont say UOIT.
Good time to learn now eh.
Thanks guy, I'll post some more work and breakdowns in the following days. It's slowly coming together but I'm feeling pretty good with this, the texturing is really going to have to bring this piece out though, I hope I can nail it.
Thanks again all
I really like the layout of the scene. The large bold shapes of the blockout meshes are very nice too, hopefully you can keep that feel as you further refine them.
Haha, what can I say, he offered cookies and I accepted... shits tasty man!
Raider - Its nice that we have the option to do what we want... I guess... but other schools handle it much better than this.
Ben - Thanks man, honestly... my main focus for this one is overall composition, I want to really have some strong shapes in the foreground, as well as some interesting shapes in the mid / background to really help create some depth to the overall scene... there is gonna be a lot of little things in here when I'm done that will hopefully breath some life into it.
Thanks again all.
About 70% of it is still in blockout stage, but yuh... most of the stuff is more lower poly. Once I get the textures going I'm going to revisit some of the pieces and cut more detail into it, right now I'm just trying to get models done for the scene.
This will be going into UDK once I have everything modeled (initially).
http://us.blizzard.com/diablo3/media/artwork.xml#20
You've done a great job realizing this arena so far!
I am more interested in knowing about your college in Oshawa <.<, and your program.
ok yah man looking good
suggestion : if your using max 2010 take that low and testate it 1 time to get some more geo to this and take it to zbrush and start sculpting away
due to the size of this piece I suggest polygroups to get the most out of each chunk
Again, still blocking out this piece so I'm missing some things (such as the statues etc.) that'll come soon. Still need to nail down the design for this area right now.
Some quick shots from 3d max -
Hope this helped out!
Keep up the great work!
Keep going!
I want to try and keep all my folders nice and neat in my udk package, and I was wondering... is there ways to create Sub Folders in main Folders?
For example: "Static_Meshes > Rocks > Penis_Shaped"
Here is a VERY quick lighting test in UDK. This was the first time I've messed around in UDK, and I can tell you I'm going to have SOOO much fun with the lighting setup for this scene (and really any future work done in UDK).
Still need some meshes in there (bugging me more now since I've seen the quick bake)... like the main platform, really needs some broken up tiles / floor in generl to help break everything up more.
Still designing some areas as well, but at least this is a good base for me to get started on some sculpting, I'm hoping it will be a fun process, going to be doing a lot of tileable sculpts (which I haven't done before) so should be a good learning experience.
Need to fix smoothing groups as well...
Thats just UDK doing its thing, I don't even have proper lightmaps setup for the models
(well... I have none right now, this was a quicck quick test last night).
They are in groups... like the walkways are 1 model, the spikes sticking out of the stairs are one model (etc.).
I figure that would be the fastest, but I'm gonna go back and separate that shit once I get all the uv's laid out (they are unwrapped, just not setup the way I want too right now...).
Its messy, but for some reason I did it that way, and now im gonna have to pay for it.
I prefer the flat over the normal, but I think if I can get it right (and seeing how unreal handles normals) it should be subtle enough to work out hopefully.
What Adam you talking about?
Jason - why do you prefer the flat over the normal? I think the bumped version looks fantastic and works surprisingly well with this style. INTERESTING!
How are you going to get this bitch in to Unreal?
adam: It already is in Unreal? o_O
Major time consuming...
And honestly, since this is only meant for show, I don't have to worry about placing my objects since when I export, I always have pivot point set to 0, so it snaps right in place when I import it into UDK.
Thanks everyone for the feedback too, I'm glad you guys like the style, I'm going to push it more with some more highlights in the texture / little more detail here and there (not too much) and I'm hoping it'll make everything pop.
I'm gonna work on the sculpting style a bit more since I know the Darksiders always has this nice hard edged look to it, and I think it really helped them with their stone floor tiles etc.
Edit: Oh... and everything is UV'ed... I just need to place them in a sexy map (like vcortis said... maybe not the exact words though :P )
at the moment its a bit doughy.
Also I can't explain well