so yet Another environment, again extremely modular (next time I'll do a more natural environment:P)
The scene setting is heavily inspired by The village from the Movie Waterworld. Which is settled in a world consisting only out of water, this village is floating around on sea and shows a lot of features unique to this kind of setting. For example drinking water is rare so every roof is used to collect rain water and is stored in large tanks so you will see a lot of pipe systems. The whole village is more like a fortress Surrounded by walls and guard tower because out on sea there are a lot of "pirates".
My intepretation is more in the style direction of games like borderlands, Team Fortress 2, Airborn etc. And I just like to mix between those styles.
I started the scene long ago (more than a year) and now I want to finish it. I already have most of the puzzle pieces done and the blockout to my liking. So now it's just building and texturing. I will keep this thread updated and my deadline to finish it is around the end of January so I have to start working hard.
I set up a new workflow so now I can build my scenes in maya and export them through T3D to get them in udk because I hate placing stuff in UDK.
Here is the blockout:
and here is an image of what I already did:
Replies
have fun!
If I may ask, why do you hate to place stuff in UDK?
(ps: you might remember me form the RC forums a long time ago: "Redfury")
The first ingame shot looks mighty handsome. Gonna be really interesting to see how the entire round looks when the modular stuff kicks in heavily. But since I know your past pieces this will rock, for sure !
Toally looking forward to your progress. Be sure to post often and big without jaggy lines
Inspiration folder doesn't like jagged lines !
And get some colour in this badboy - looking good so far!
funny thing I actually noticed your post with the handpainted environment, and without looking at the avatar I knew it was your work. It had that same style/feeling as your old environments did.
cant wait to see the next iteration
@Tili: The black lines are a postprocess that makes those lines based on the distance between objects from that camera viewpoint, the water is completely flat and the image on the water is a realtime texture that doesn't contain depth and is created before the post processing is done.
Here is a new iteration, One teacher wanted an image on a pretty short timespan so I had to rush some things but I'm still continuing for other classes:
For Acumen a no jaggy lines shot:P
feedback is very much appreciated.
Maybe you could add some debris and junk in the water, or ropes and fishing nets hanging over some of the buildings.
Flags and other elements that would be affected by the wind on the ocean would be a nice addition perhaps.
So I just had to stop by and drop a "what a great piece of work so far"-line
Extraordinary - and I'm just a fan of such semi-cartoon style kind of things. Loving it and saved of course !
http://www.kerbywithane.com/cameron/artwork/1024/gallery/boat_1_H.jpg
I like the borderlands look. Looking forward to seeing more!
Can you show us textures? I'm very interested, how much is from Team Fortress and how much from Borderlands.
And yes I'll add a lot more stuff, it's still very wip. I'm also experimenting with vertex colours to get some variation in the scene (Moss,Stains,Rust)
@Acumen: Thanks=)
@Mathew: Idk, just make them soft and toony. And look at other examples (TF2)
@Hitmom: Nice boat!
@Sliterin: Will show some textures with my next update, Need to sleep now.
@Peris: Thanks and didn't see the moving footage yet. I'll take a look soon. I do have some nice reference images from that show though, this one is pretty cool: http://gigapan.org/gigapans/15426/