So, I'm working on building up my skills. There's always room for improvement! I really just want to become a better environment artist. I've fallen in the groove of being a prop monkey at my job and I really want to brake out and start growing as an artist again. Here's a little scene I've been working on, I don't really have a concept, I'm hoping to get some critiques on my composition as well as my content.
the basic brake down is this: happy little stylized forest scene with a cottage or hovel (aka hobbit house) as a focal point. It's all being done in UNREAL.
here are a few artist's work that kind of inspired the whole thing
http://cghub.com/images/view/17553/http://cghub.com/images/view/33779/http://erwinm.cgsociety.org/gallery/580138/
this is my proof of concept screen grab from UNREAL. This will also act as my style guide for all the elements of this scene:
here are some really quick construction shots of the rock faces. The high poly meshes were generate in MUDBOX and the poly meshes were built using the graphite modeling tools in 3DS Max 2010
any and all crits welcome!
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edit: just realized I painted some heinous ngons into the rock on the right and didnt fix before I uploaded the pic... pretend like this is actually a good example pls
I know that I don't have a player in the scene for scale reference, but player height is about to the top of the smallest rock in the tapering rock face.
http://animationbackgrounds.blogspot.com/search/label/SLEEPING%20BEAUTY
saiainoshi: thank you for that link, some very kool stuff! and it's right up my alley
here's a little update not much going on really. Base layout of the scene and a block out of the hovel. Any help with guide the over all direction would be great!!!!