GEEZ! This level is HUGE! It took over a six minute video just for you to run through it. Do you ever plan to finish this or will it be a life-long project?
Others: Watch this vid, you'll be surprised how little is show in this screenshot
Eh, I can't add a lot myself, but that is fucking huge, I can't even begging thinking of how you are going to do all that by yourself, my head would explode and is it stands I like my head.
Good choice of music in the video, really sucked me in.
And there is no option to just watch the screenshot, it's not at all representative for the level.
What a fantastic sense of scale, I was prepared to turn off the video when I heard chris saying its a long video, but then I just started to get mesmerized, and wanted to know what is next, and it didn't disappoint.
Nothing much to crit, but I am really feeling the overall style as well, I have no idea what type of texturing you will be doing, but maybe take a look at ICO or Shadow of the Collosus... or maybe even take a look at the new PSN game Journey...
I'm really impressed, and I can't wait to see more!
Realistically speaking, this is insane for a one man job, and you are going to have to drastically cut down on quality or scale if you want to see this through to finish,
Unrealistically speaking... fuck what I just said, this is epic! I can tell you probably have a very clear picture of how you imagine alot of the big scenes to look when it's finished. I seriously wish you all the best with this, it's impressively ambitious!
Really awesome layout and scale. As others have said, that is a ton for one person to do beyond the blockout but good luck to you with wherever you plan to take it! I love the feel of the environment.
Wow the scale of this is huge! And nicely done as well.
I couldn't help but think the stair cases and the rooms area are scaled a bit big? Seemed like everything before that was fine and after, but it seemed like it was a dwarf running around those stairs.
I hardly ever gape my mouth open in amazment.
But I did during the throne room
This level is emotionally powerful, the vast scale and layout makes the spacing so perfect that it draws me in.
See this to the end, and you will have something that will make an impact on the game-art community for years. Set the standard.
[EDIT] And this really had a Shadow of the Colossus feel, I attribute that to the massive scale of everything. That is not an easy thing to do.
That just blew my mind. Make this into a game!!!! The music definitely makes you feel immersed in this world. Who made the musical score?! What 5 star chef do they have cooking back there man.
Thanks to all for the comments.
This level is a middle-size map because i had many ideas in my head in the design process (maybe too much, :poly142:) , about the size of the rooms and the stairs you are right about scale, the map is sized in meters, i put 25 cms for single stair and the distance from the floor to the window is about 1 m., really i think that will be better reduce everything at 70-80 in UDK engine for better sensations, :poly142:.
This is only the design part, the second step in my process is detailed some elements with zbrush, next mapping, next texturing, next..., yep, is a crazy job, but now i have a few hours by day because i dont have a job, :poly122:.
Wow great looking blockout right now. Very epic and great choice of music in your video.
Great variation in your level as well. Im mind blown how big it is. You really have your work cut out for you
Though I know its still very early but you might want to add more blocked off side paths to your level. Right now it feels very linear so by adding more it will create a better sense of realism and that the world is bigger then what the player is going to see.
Really looking forward to see you finish this one!
Good luck!
Awesome, i hope you share your work process along the way? would love to see how you break this down and tackle some of the tech/time hurdles you may run into.
So far the construction looks clever, the mountains, caves, bridge, large castle wall and individual rooms should serve to stream in/out enough data to keep it looking fresh and running smooth
Yeah this really is awesome! Like other people i thought i was going to get bored but i really didnt! It was awesome to see what was coming next and what else could possibly be around the corner! I also found myself just imagining what everything would look like once finshed.
In this design process everything is 3ds max 2011, i make some experiments while i model the meshes for make more easy the work, and finally i found a not too fast system but very usefull, the cave is a suimply box grid with many extrudes plus "relax" modifier.
I think people underestimate how hard it is to nail down a great sense of scale, but you certainly got it right with this. Especially with the boss arena and the throne room. Awesome work man.
In this design process everything is 3ds max 2011, i make some experiments while i model the meshes for make more easy the work, and finally i found a not too fast system but very usefull, the cave is a suimply box grid with many extrudes plus "relax" modifier.
Nice sculpts man. Careful with the damage noise though, it looks a little odd on that bottom right prop.
What's the overarching theme supposed to be?
No problem with the damage, really in Zbrush the mini-column is ok and the damage is not applied, the damage is only a proof with the surface effect and noise.
I still thinking about the theme, maybe a mix between God of War - Castlevania - Darksiders and the spanish heros "El Cid Campeador" and "Don Quijote", :poly142:
The video was awesome man, the music really kept me watching it in the beginning.
Can't believe you made the level so damn big, but i loved it...it worked so well!
Keep trucking on this man, if you finish this...it WILL get you a job.
also question, are the caves all one mesh? or did you somehow have them connect to each other modularly?
Everything is connect but i divide the mesh in parts for easy Load/unload when the map was finished, usually big zones are separated with small trunks of corridors or similars.
omg. I can't bealive what my eyes saw in the video. You watch the video and think, well just another boring level. But then you see the magic of your work. Man this is great. Like the props too. Keep on the good work. Can't wait to see the final level.
BTW, oshima, welcome to polycount! Sorry for the improper reception at the beginning.
Liking the sculpts so far, though the hooded figure isn't as strong a piece as the others. Still good work overall.
Very cool, thanks for answering. those sections must have been on the scale then right?
I'd love to see a selected mesh portion of like the cave to the outer part of the level in max!
BTW, oshima, welcome to polycount! Sorry for the improper reception at the beginning.
Liking the sculpts so far, though the hooded figure isn't as strong a piece as the others. Still good work overall.
Thanks Makkon, no problem,
About the hooded figure, you are right, really are fast sketches in a couple of hours playing with the brushes in zbrush, for example the lion it was a simple plane without any kind of base mesh :poly142:
atmosphere, architecture and sense of scale are great !
i hope you know what a massive under taking this will be ^^
one small suggestion do all the "gameplay" first and than the graphics ! unless its just a env art portfolio piece in that case cut this down to 2-3 rooms /areas !
Replies
Others: Watch this vid, you'll be surprised how little is show in this screenshot
Eh, I can't add a lot myself, but that is fucking huge, I can't even begging thinking of how you are going to do all that by yourself, my head would explode and is it stands I like my head.
Good choice of music in the video, really sucked me in.
And there is no option to just watch the screenshot, it's not at all representative for the level.
Looking forward to some updates
WOOW!
What a fantastic sense of scale, I was prepared to turn off the video when I heard chris saying its a long video, but then I just started to get mesmerized, and wanted to know what is next, and it didn't disappoint.
Nothing much to crit, but I am really feeling the overall style as well, I have no idea what type of texturing you will be doing, but maybe take a look at ICO or Shadow of the Collosus... or maybe even take a look at the new PSN game Journey...
I'm really impressed, and I can't wait to see more!
Realistically speaking, this is insane for a one man job, and you are going to have to drastically cut down on quality or scale if you want to see this through to finish,
Unrealistically speaking... fuck what I just said, this is epic! I can tell you probably have a very clear picture of how you imagine alot of the big scenes to look when it's finished. I seriously wish you all the best with this, it's impressively ambitious!
I couldn't help but think the stair cases and the rooms area are scaled a bit big? Seemed like everything before that was fine and after, but it seemed like it was a dwarf running around those stairs.
Is it just me?
But I did during the throne room
This level is emotionally powerful, the vast scale and layout makes the spacing so perfect that it draws me in.
See this to the end, and you will have something that will make an impact on the game-art community for years. Set the standard.
[EDIT] And this really had a Shadow of the Colossus feel, I attribute that to the massive scale of everything. That is not an easy thing to do.
Thanks to all for the comments.
This level is a middle-size map because i had many ideas in my head in the design process (maybe too much, :poly142:) , about the size of the rooms and the stairs you are right about scale, the map is sized in meters, i put 25 cms for single stair and the distance from the floor to the window is about 1 m., really i think that will be better reduce everything at 70-80 in UDK engine for better sensations, :poly142:.
This is only the design part, the second step in my process is detailed some elements with zbrush, next mapping, next texturing, next..., yep, is a crazy job, but now i have a few hours by day because i dont have a job, :poly122:.
Great variation in your level as well. Im mind blown how big it is. You really have your work cut out for you
Though I know its still very early but you might want to add more blocked off side paths to your level. Right now it feels very linear so by adding more it will create a better sense of realism and that the world is bigger then what the player is going to see.
Really looking forward to see you finish this one!
Good luck!
So far the construction looks clever, the mountains, caves, bridge, large castle wall and individual rooms should serve to stream in/out enough data to keep it looking fresh and running smooth
Well done man I really hope you get this finished
I would kismet and matinee the shit out of this thing. Like seriously.
In this design process everything is 3ds max 2011, i make some experiments while i model the meshes for make more easy the work, and finally i found a not too fast system but very usefull, the cave is a suimply box grid with many extrudes plus "relax" modifier.
Looking forward to this beauty!
good luck!
Great sense of scale indeed and nice lighting. My first attempt using unreal was getting a rock inside the engine with textures.... : /.
Good luck!
That throne room looks kick ass.
Where is the soundtrack from?
Good luck man i have a funny feeling that you might need it with this project
So wait, you didnt use udk's terrain tools?
I only use UDK for 2-3 weeks and only for scene creation, I dont have enough knowledge with UDK terrain yet, but i thinking about terrain later.
For everyone, this awesome music is from the Conan soundtack (Basil Poledouris) and the program to record the video is "Fraps"
What's the overarching theme supposed to be?
No problem with the damage, really in Zbrush the mini-column is ok and the damage is not applied, the damage is only a proof with the surface effect and noise.
I still thinking about the theme, maybe a mix between God of War - Castlevania - Darksiders and the spanish heros "El Cid Campeador" and "Don Quijote", :poly142:
Can't believe you made the level so damn big, but i loved it...it worked so well!
Keep trucking on this man, if you finish this...it WILL get you a job.
Everything is connect but i divide the mesh in parts for easy Load/unload when the map was finished, usually big zones are separated with small trunks of corridors or similars.
Liking the sculpts so far, though the hooded figure isn't as strong a piece as the others. Still good work overall.
I'd love to see a selected mesh portion of like the cave to the outer part of the level in max!
Thanks Makkon, no problem,
About the hooded figure, you are right, really are fast sketches in a couple of hours playing with the brushes in zbrush, for example the lion it was a simple plane without any kind of base mesh :poly142:
Push it through to the end, you'll be able to land a job for sure!
atmosphere, architecture and sense of scale are great !
i hope you know what a massive under taking this will be ^^
one small suggestion do all the "gameplay" first and than the graphics ! unless its just a env art portfolio piece in that case cut this down to 2-3 rooms /areas !
EPIC!