sooo started to try and actually sculpt this monstrosity of a concept.
update 2011, trying a different approach.
previous approach i might come back to, its just horribly slow.
i havent drawn in the longest time and udk lighting render times were just getting longer and longer and ive just been using the preset assets in udk. so i thought, meh why dont i just make eveyrthing from scratch ? so this is the first concept of a level im going to attempt to make in udk. lets see what happens!
First off i need to finish this concept, the rocks still look like a pile of crap and the base needs coloring and shading and such. its all good practice for when i have to do all the textures so i figure i might as well attempt to actually finish the concept up completely.
this is the side view of the entrance of the base that will be poking out from a hill, i already have the blockout of the base with the premade assets in udk. so basically i just have to make it my own with custom assets.
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the scale will be not so big, it will be maybe 40-50 feet maximum. its more important that it all looks grown/hobbled together.
tried to give a second pass to the rocks, still not liking how they turned out really.. not sure what i should do with them besides starting over. bah !!!
this is as much a wip level as it is a painting excersize so im really trying to push the painting skills, so far its a bit of fail.
also i take the fact that people see random things i never intended (lying down dog?wtf?) as a compliment thank you.
I would say try flipping it upside down and seeing if you could still easily discern the depth. I'm guessing it won't be as easy since it's changed then adding some grey tones and lighting to help show depth to the different areas. Honestly just a simple dark grey for background and light grey for foreground would be helpful in understanding the concept better.
there definately not the best rocks ever but they will do for the concept, now i just have to copy / paste/transform them into the side of a rocky mountain.
as for all the confusion with the actual structure, well for me it helps to have something amorphous that i can look at in several different ways, it helps my brain to keep going. so to answer a few people there is more then one final depth to this i personally see a bunch of different depths, and ways it could finally materialize all at once.. so i let my eye go through all the possibilities until it finally settles on one.
the next step i think will be to seperate out pieces in the structure and start to shade them.
still confusing, but interesting too
so im still blocking out forms once i block out the whole thing i will go through and be fine tuning and adding better details.
like what you got so far.
Alberto , thanks yeah ive been going in and out of mostly blocking it out in my head, trying to block out something in zbrush, failing that trying a traditional modelling program, failing that, and then back to my head. this is pretty much the cycle.. slowly but surely i hope i can get it done.
konstruct , thanks ! ( i like your work a lot btw)
so bump..
pretty much just fiddling.. took advantage of the stencil shadow point lights by spawning a quickly thrown together chandelier to create some shadows for the cave entrance.. with this in mind ill probably work a little more to design the mesh to give a more interesting pattern on the walls..
and an inside shot..
also tweaked the lighting ever so slightly, anyways i think it really adds alot to the cave systems in general, very happy with the final outcome although there are certain problems in the splatmap shader (not projecting the same texture sideways to avoid stretching of the texture)(also omni point lights use stencil shadowing, not a shadowmap solution so the triangles can look a bit edgy at times) .. anyways on with the slideshow from a tour of the depths..
Thoughts on what to do next, i need to think about how architecture inside the cave system will look, its probably going to be inspired somewhat by mushrooms and veins and obviously techno junk greeble.. but yeah thats the next step im not sure how i want to do flat platformy type stuff either .. one thing i am sure about is i want to make things as modular as possible for this part while at the same time trying to maintain a unique look to each and every part of it
really nice ideea