Hi some of you may rember my work with the sonic level. From that level i have found a fascination with old school pixel art. in particular mega man. While strolling through Google i found a image that really represented the imagination that was early 90s gaming
i feel that with games like call of duty we have gotten to a point were are graphics are so realistic that imagination is not really necessary. Not that i dont like call of duty its awesome, BUT I miss imagination in video games. As limitations go so does the need to be creative. so here is step one of what i am trying to create
Wow, this is awesome! I agree about games missing out on imagination as well. I will closely be watching the progress of this. Keep up the good work and as of right now I do not have any critiques.
I've got to agree. I don't know if you intend to make Wiley's castle a playable level or just render it as a portfolio or showpiece in UDK, but I'm seeing a lot of wasted and excessive polygons.
The bone tops and the skull look particularly wasteful. You could optimize and cut out a lot of polygons and still retain the same look and shape. You'll get faster renders and it will be a lot easier to lay out your UVs.
Other than that, it's looking great. I love the idea of translating 8-bit environments to current gen specs and look.
All right guys heres an update. I have went back and reduced the poly counts of both the skull motif and the bones. It was my first time using reduce in Maya, its actually pretty effective. At this point i have worked a little on the lighting, I made normal maps for every thing in the level and spec maps. have not started on the diffuse maps for the models yet, i put colors on the different meshes for the sole purpose of feeling out the over all color of the level. i do mean to set back and put a bit of time in to painting the textures in a painterly style that still is very mechanical. thanxs for following my progress so far tell me what u think
I think you need to work on your specular maps and try and define materials a bit more - at the moment parts of it look like they have been inflated like a bouncy castle!
i kinda like it the way it is, its very cartoony so the "bouncy castle" actually strengthens the style (in my opinion), good work, nice to see something different!
I would say that is it looking pretty good man. I would suggest pulling up some of the terrain around the base static mesh and changing out the sky box (everyone can recognize that as the unreal sky).
Oh yeah def change out the sky it was just a place holder really. any way its a bit too realistic for this level. but thanks, the style is going to be cartoony what ever i do but i could spend some more time on the post processing and also more effort on some of the spec maps. its not perfect just yet. Glad to see you guy like to see something different. I have been working on an article that i will be posting soon about how games have gotten a bit too realistic and representational. i will tell you guys when i finish it. I will probably also go over the trials and tribulations of taking a sprite and making in to 3D
alright just remember did not put up texture sheets for critique, got to start doing that. I do plane on making a lava material that will fill up allot of space below the castle
this is a tillable texture that goes over the back ground hills
Replies
Looks really good so far but how will you texture it? Same style or updated in your own way?
http://www.themmnetwork.com/2010/05/08/the-mystery-of-wily-castles-pipe/
http://starcraft.incgamers.com/forums/showthread.php?p=25589
http://howtowinstarcraft2.com/tag/valkyries/
I've got to agree. I don't know if you intend to make Wiley's castle a playable level or just render it as a portfolio or showpiece in UDK, but I'm seeing a lot of wasted and excessive polygons.
The bone tops and the skull look particularly wasteful. You could optimize and cut out a lot of polygons and still retain the same look and shape. You'll get faster renders and it will be a lot easier to lay out your UVs.
Other than that, it's looking great. I love the idea of translating 8-bit environments to current gen specs and look.
Looking good, enjoying the updates
this is a tillable texture that goes over the back ground hills
i will put up the rest of the textures tonight