Final Daytime Images:
And bonus: the flats
(used a bit more texture space than what I wanted, but meh).
Today I'm starting a new thread that I hope to keep up to date during all the production of a new map I wanted to do for a long time now.
I'm about to start a UDK portfolio map that will be a realistic reproduction of Helms Deep and fort HornBurg from Tolkien's saga before the battle. I've been searching the book, the films and the web (even the games released with the films) to gather a good amount of data from the fort.
I searched for people that modelled it for realtime gaming but didn't find anything except game screenshots (that are really inaccurate to me:)).
Still it's gonna be a hard time getting all the fort details in at the right scale considering amount of work. I expect this project to take around two months if I'm able to work -almost- every day on it.
Topics like adam's environment inspired a lot of people, and I will inspire myself too putting some goals here and the main features I'd like to explore, discover through this project:
So, in other words my goals are:
-Do an accurate reproduction of the fort and valley
-Create a level of detail equal to a FPS game standard (you'd be able to play it at human scale)
-Use the advanced terrain tools of UDK to push the detail limits texturing wise
-If terrain does not suit well, model the land by hand and use advanced blendings per vertex.
-Get a good lighting. Not yet decided about day or night.
-Try to make a bit of modularity in that pretty unique shaped fort.
-Push the details, push it more.
-Add the inside rooms?
Here's little top view I've been doing with splines in 3Dsmax:
And a very very early block out of the thing to experiment with the verticality and check every thing's scaled all right.
There might be a lot of LOTR fans on the board so if you see errors punish me with paintovers and criticism, before I go forward.
Ah and yeah, here's a part of my moodboard/inspiration: