I decided to get out of my comfort zone too, (Getting tired of metal and sci-fi) and do a very uncharted-like scene, with a lot of vegetation, rocks, and natural look.
The strip in the bottom of the moodboard is from The King of Dragons. The first level fits perfectly what I'm trying to achieve here.
[ame]
http://www.youtube.com/watch?v=649RoxjCv9A[/ame]
I'm going to be using CryEngine2 as the engine to showcase this scene.
See you guys in the finish line, I'll post work as regularly as I can.
Cheers
Replies
Good luck.
So, here's an update, if you can call it that. Yesterday, and today I spent researching references and blocking out the scene in Cryengine. (I'm just using some temporary geometry to start having a sense of scale) I can't paint concept art for shit, so I always need to go through this initial stage of blocking out.
Nothing special to see in the engine yet, so here's a few references and a more explicit look at what I'm aiming at.
I'm aiming at something that I like to call stylized realism, something in the lines of uncharted, very vivid and volumetric. With saturated colors, vegetation and crystal water with ruins and a coral under the water.
The first section will have only a few trees and bushes, second section water with a waterfal and coral and the third section a lot more confined and misty with a temple in the background.
The first area is going to be pretty simple, it open with just some trees on it. (So the level feels like it ramps up as it progresses)
Second area opens up a lot more, the player will walk through a river with water by his knees. On the blue crystal water, you will be able to see some corals and if I have time I might model a fish and animate it around with the flocking system, quick and easy and adds a nice touch.
Then the it scrolls into the third area, a more claustrophobic and dark area, almost dark and mist with a temple in the background. (Last area, supposedly where a boss would take place)
For this scene, I will try and concentrate more into the big picture and the composition of the scene as a whole, instead of beautifying each pixel of every single prop, lol.
That's it, tomorrow I'll bring the block out geometry into max and start modeling hopefully.
cheers
It's also taking a while cos I (obviously) don't want to use anything from crysis stock stuff, so had to make a normal map for the water, clouds texture, etc.
Anyway, I've spent some time tweaking materials like watter, time of day and setting up some terrain textures as well. I will iterate with them a bit better later on but these will do as base for now.
I really want to try and get away from the typical crysis look too, but that will come near the end when it comes to tweak the ToD.
Water material + underwater sand texture
Terrain textures:
I also got started modeling some tree trunks too, and the block out geometry of some of the geometry like the waterfall rocks and temple. I'll post some screens when at least the base geometry is more or less finalized and in the engine.
cheers
You should try useing mix maps on thoses vertex paints and use the height map of the tiles to blend it more naturaly
Also is their maybe a way to make the water becaume darker and more opaque as you get futher away, Im certan that some nifftly shading would work ^^
Looking sweet tho, good luck !
Thanks guys
Im really looking forward for the next step, the block mesh. GL mate! :poly121:
You could export the height map... but I think the relative positions and scale between the meshes and terrain is screwed in max then.
[ame]http://www.youtube.com/watch?v=8GAfTGbvhME[/ame]