There's so much possibility to go that I've no idea for now, so I'm just keeping this space to force myself to think about it.
I think I'll go with a fantasy/medieval stuff but not sure about it.
Anyway have fun everyone \O.o/~
Quick Blocking to visualize the general composition.
It should be a kind of castle entrance going progressively from outdoor to indoor. (... Ok there's nothing fancy on the description of the scenery or the theme...I'll see what I can do about it)
Then I think it should lead to a throne room or so but before extend the map I'll first do this part O.o;
Sky color is totally random.
I'm gonna try to go for a kind of baroque architecture but trying to keep details at minimum as I don't want to achieve a realistic look...well we'll see.
Did some light test to try to see the mood of the level and added some props to the mockup.
Seems that the constraint of the polycount will be hard as I'm already at 37k triangles.
update : finally getting the kind of light I wanted on this part (I had a skylight active in my scene...I don't even know how...)
Still searching to give more style to the scene. Btw my personal challenge as I didn't mention :
1. Try to make something nice (but this one is obvious)
2. Try to use the minimum resources as possible (as in texture memory etc...). That was the challenge I was trying to achieve on another personal work, but as the contest appeared, I'm just remapping it there
3. Try to do it as a real game prototype more than just 3 pictures (already spent 2 days fighting with unreal script to setup my camera even if I know I could have done that in kismet in 5 minutes ...)
4. Do a matte for the background....this will be hard as my 2D skills are very very limited.
Sweet scene mate. Really like the columns and arches and the lighting on that last photo is killer. Curious regarding how you achieved those nice overexposed whites on the tiled floor.
Well the arches are surelly going to change as I'm not satisfied by the result for now.
As for the overexposed, just push up your light (mine got an intensity of 5 atm) and setup the bloom in your worldinfo or main uber post process. Just play around with the setting till you get something you like
After a lot of test with the light, shaders, animations... I've simply redo the second part of my level as I didn't like it much.
So still in the same spirit, here is the new blocking :
Didn't had much time to work on it but here is the progress :
As I said in my first post I'm going for non realistic, so I've add some post process to get some more illustrated look (I had already test it on a character so it was the good time to test it on an environment o.O). Lighting is temporary for a preview purpose.
I hope I'll have the time to finish it because I'm pretty busy lately...
Moving from Paris to Nottingham for job purpose so I've to organize my stuff around (I guess I'll open a topic in the general discussion about it to ask for advices later u.u;; ).
Replies
It should be a kind of castle entrance going progressively from outdoor to indoor. (... Ok there's nothing fancy on the description of the scenery or the theme...I'll see what I can do about it)
Then I think it should lead to a throne room or so but before extend the map I'll first do this part O.o;
Sky color is totally random.
I'm gonna try to go for a kind of baroque architecture but trying to keep details at minimum as I don't want to achieve a realistic look...well we'll see.
Did some light test to try to see the mood of the level and added some props to the mockup.
Seems that the constraint of the polycount will be hard as I'm already at 37k triangles.
Still searching to give more style to the scene. Btw my personal challenge as I didn't mention :
1. Try to make something nice (but this one is obvious)
2. Try to use the minimum resources as possible (as in texture memory etc...). That was the challenge I was trying to achieve on another personal work, but as the contest appeared, I'm just remapping it there
3. Try to do it as a real game prototype more than just 3 pictures (already spent 2 days fighting with unreal script to setup my camera even if I know I could have done that in kismet in 5 minutes ...)
4. Do a matte for the background....this will be hard as my 2D skills are very very limited.
As for the overexposed, just push up your light (mine got an intensity of 5 atm) and setup the bloom in your worldinfo or main uber post process. Just play around with the setting till you get something you like
I've optimized a bit to see the budget I could keep for the other area (yup that work that no one notice !!)
your could think about some unique floor detail like this
or some more interesting ground pattern:
Instead of that, the mood created with the fog is very nice.
So still in the same spirit, here is the new blocking :
Seems like I'm running late now u.u;
As I said in my first post I'm going for non realistic, so I've add some post process to get some more illustrated look (I had already test it on a character so it was the good time to test it on an environment o.O). Lighting is temporary for a preview purpose.
I hope I'll have the time to finish it because I'm pretty busy lately...
Moving from Paris to Nottingham for job purpose so I've to organize my stuff around (I guess I'll open a topic in the general discussion about it to ask for advices later u.u;; ).
Good to see u in here. Great stuff.