I've been wanting to do something like this for awhile. Had an idea where the characters would be very simple and the background would be very elaborate, similar to how old school animation(Disney,Warner Bros) was done. For this challenge I'm going more fantasy to avoid doing alleyways, really inspired by french gobelins, Kay Nielsen and Eyvind Earle.
Still unsure what engine I want to use; Unreal would be ideal because I know it better, but I've been wanting to learn Unity. Anyways here's the concepts. The first one I did about two days ago, and I finally finished the second one tonight.
Challenges:
- Try and translate the concept into 3d.
- Maintain steady progress and completing the project within the due date.
- Better understand the engine and the implementation of the art into engine.
UPDATE
http://system404.net/unity/beat_em_up_level.html
Replies
I like concept 2 but I would go for the cave from concept 1.
I cant wait to see this transfered into 3d, should be fun
Was away for the weekend so really don't have a big update. I tried messing around with Unity today but going back and forth between it and max was really slowing things down. Still undecided on what engine I'm going to use.
Moved on to doing some trees. I'm posting them below, it's just a screenshot showing the far left, middle and far right. Once I have them placed in the level I'll go back and tweak some of the planes, right now there are a lot of holes and the shape doesn't hold as well on the left and right side. The total tri count is 1,489.
by the way it seems to render really nice in 3D as well.
I can't wait to see more, keep it up!
I'll be following.. keep it coming!
Maybe something is not right? Unity is generally super fast at updating models. Usually when I hit the export button in Max, the model is updated before I can alt-tab back to Unity.
Concept is nothing short of amazing, really great work. Can't wait to see this one develop.
it's probably the normals and spec i don't like
Ok, finally got to play with the engine. I decided to block things out to get an idea on how big the level might turned up. I like the size it has.
My trees no longer work I need to go back and rotate the planes so they're facing more downwards. Also need to reattach the leaves planes in the correct order they need to be drawn.
I don't like the terrain it's too lumpy. I saw they have the terrain toolkit extension, might get that to see if it has different tools. Also does the final 175K tri count include terrain? Don't know how to count that in Unity.
I just read that the free version of Unity doesn't allow for shadows, crap.
Slum -- I was having issue because I was using Max9. Whenever I tried saving a max file Unity would hang trying to import the file.
Keep in mind the all the art is temporary.
http://system404.net/unity/beat_em_up_level.html
Your concepts rock...For some reason it really reminds me of Bambi.
Your tree is awesome, and your Unity scene is looking like a great start. The silhouette of your tree holds up really nicely in the foreground, and the rolling hills are awesome.
For seeing polycount on your Unity Terrain, Thats a really tricky situation. I'm avoiding using terrain for that same reason. The polycount can change a lot since the geometry can change dynamically.
This might be of some use:
http://www.unifycommunity.com/wiki/index.php?title=TerrainObjExporter
This link takes you to a script that you can run to export your terrain out into an obj file. So Technically if you were to export at a 1:1 ratio, the resulting obj will have your actual polycount. Its a pain in the ass way to see what your terrain costs, but thats the only thing I can think of.