It seems I'm joining this a bit late but I'm gonna try to finish this in time. I'm more of a level designer but I like to try at environment art. I don't play fighting games much now but Killer Instinct was one of my favorites and I liked Sabrewulf best. I had some trouble finding decent shots of the stage and my tv can't detect my n64 currently
Here are the starting sketches I made before and during modeling:
And here are the steps of modeling I got done in order:
Sorry, I started getting too lazy to cut out the image . I was having too much fun modeling.
There's only 2 lights in currently just to show the color differences I want, warm fire light to the left and cool moon light to the right. I was mainly figuring out architecture styling and still have some left to do. Once I get that figured out, I plan to smash out the right side to let some rain in, have furniture knocked off to the sides of the room, some decorations around the walls, and maybe a dead/dying garden outside the windows leading to a cliff possibly.
The smoothing groups are messed. I recommend fixing that ASAP. It makes the walls look terrible to have triangular vertex shadows appearing from bad smoothing.
Didn't get to work on it for a couple days but I spent today breaking up the walls for better lighting results, started the broken section of wall, and fixed up the ceiling/roof piece.
Nice start! The damage on the walls seems a bit selective though. I find it odd that so much of the wall is broken away, yet the windows and ceiling around it seem pretty unscathed. It'd be nice to see the window-arches a bit more broken up, and maybe even see some bending/twisting with the metal bars closest to the damage. Just an idea.
Thanks. I plan on breaking the windows and ceiling too as well as adding rubble on the floor. I'll fix up the breaks because right now they're straight through the wall.
I broke the windows, ceiling and columns, but still need to add rubble to the floor. I also made the fireplace a straight section of wall, added trim to the corners of the walls that will need to be broken for the hole, and added some light in the back hallway. The blue light needs to be adjusted since it's covering too much of the scene, I want it to be about half. I also need to fix up the breakage on the walls and make a sweet looking fireplace.
And started on some rubble. Going to add smaller bits and probably make the models more jagged and chunky to make them more interesting and broken looking.
Started on some decorations and tried creating a tileable texture in zbrush but it's hard to see and I'm not entirely happy with it so I intend on making a new one. Decorations are just placeholders for now but here they are. I feel like there should be more stuff though.
This looks really nice but you should put up an image of the original so we have something to compare against. And you're not gonna show any in-game renders?
Replies
And here are the steps of modeling I got done in order:
Sorry, I started getting too lazy to cut out the image . I was having too much fun modeling.
There's only 2 lights in currently just to show the color differences I want, warm fire light to the left and cool moon light to the right. I was mainly figuring out architecture styling and still have some left to do. Once I get that figured out, I plan to smash out the right side to let some rain in, have furniture knocked off to the sides of the room, some decorations around the walls, and maybe a dead/dying garden outside the windows leading to a cliff possibly.
Working in 3ds max 2010 and UDK.
And started on some rubble. Going to add smaller bits and probably make the models more jagged and chunky to make them more interesting and broken looking.
If its made of metal or wood, just bend the frame a bit around the edges;