Im gonna make an environment heavily inspired by Altered Beast. It's gonna be a graveyard scene. I'm gonna divide it into 3 sections. The first piece will be a swampy forest, the next and largest part will be the grave yard, and the final piece will be a big tomb. I want people to instantly know that the character starts out by exiting the swamp and going into the tomb.
Challenges:
- I havn't looked into how im gonna make UDK render in some insane resolution so that I can get my long screen shot.
- I have NEVER attempted a night time environment. The problem is that most things get desaturated or blue shifted when night comes. So im afraid that some of my detail will get washed away.
- The tree's will be another issue. But I think I will just do a few speedtree tuts and i'll be fine.
- The last issue will be everything UDK related. I now the very basics, but I have no clue how to work complex tutorials, particle FX, and to volume lighting and such.
I am not set on the art direction I will go in. I remember beat 'em ups to be pixely and cartooni. So I'll try to work that into it without having it look like WoW are or something.
Replies
http://www.searchpictures.net/holidays/halloween/misty_graveyard.jpg
http://hauntjaunts.net/blog/wp-content/uploads/2010/04/bruton-parish-graveyard.jpg
http://immortalsoul.freehomepage.com/images/graveyard.jpg
instead of night, i'll go with foggy and creepy. that would enable me to have cool silhouette and stuff.
also, since this is an environment page, what the rule on making characters? can i make statues?
P.S. Wise fwom yow gwave!
The big headstone in the very front might want to get moved into the more empty space to it's right. Right now it draws a lot of attention right next to the mausoleum that is also drawings a lot of attention, then you go just a bit further right and it is pretty blank. I could be wrong though. >.>
-waiting to see some more-
Good point. I think the mausoleum will be much more powerful if the foreground headstone isn't stealing the viewer's attention. There are lots of fun ways to play with spooky light at that entrance
today, I made all my placeholder models. and quickly put them in a scene in udk. this was mainly to help me see what models I had to make, and where I should position them. I feel that I can now start workin on my assets and such.
I've spent a lot of time learning my materials and getting accustomed to mudbox's new pipeline. I starting to get good at it, so progress should start speeding up.
And I've worked whit a few materials. These were both sculpted in mudbox, and textured using zero pictures. (im kinda proud of that part. lol)
Advice and links to tuts I should take a look at would be greatly appreciated.
Did a really quick paintover to show what I mean:
Non uniform shapes:
I first use the sculpt tool wth small falloff and large brush to mess up the shape of the mesh. Then I use the smooth tool the soften what I just did untill I can barely see it anymore.
Then, once I do all my crack and big detail, I use the spray tool to sculpt wth stencils. Thats another way to very slightly change the uniformity of the mesh. It gets you nice, organic results.
Realistic Cracks:
I start by using the scrape tool to flatten a hard edge. Then I use the wax tool to dig into it a little and get the chipped shape i want. Then with the sculpt tool (small brush wth steep falloff) I highlights that crack. Finally, I use the flatten tool the flatten the inside of the crack. After than, you can add detail wth the stencil brusH. Be sure not to use the same stencil for the entire model.
nice highs, watch your edge sharpness and detail angles though, it's a bit sad to lose depth on something that would otherwise look pretty kickass, especially on the door
o, and I made a post processing material that very slightly splits the RGB channels of your scene depending on the scene depth. Far away objects are more split that close up object. The effect looks great with bloom, depth of field, and daylight. lol
anyways, here's a crappy screen:
also, it would be nice to get SOME feedback.
here's a few more hp models:
Your pillar should be have less and less wear-n-tear as it goes up (top is usually out of harm's way, while the bottom is constantly in jeopardy of being damaged). Right now, your pillar looks pretty uniform damage-wise.
Keep it up
If you edited them to match the style you had in the previous pillars/doors I think it'd look a lot better and fit the graveyard theme more.
Anyway good work ,keep it up