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The dead air extorts itself from the clutches of the entrance. I call it an entrance, but it closer resembles a swallowing crack on the facade of the monolith structure. Its depths can not be measured, its stone stays timeless through the decades. Warriors talk of treasures, the witches of evil. Carelessly we step inside, to find whatever may await us."
So I've been working on this scene for what feels like long enough that it might actually get finished at some point this month. At first I had little or no direction, but now I know exactly what needs to be done to see it finished. I've posted this around a few different threads the past months but I feel like it deserves its own thread now.
My reference is a Guild Wars 2 concept piece.
To be done :
- Fix seams on the rock formation.
- Create waterfall mesh/ material and particles.
- Create the stream floor textures + vertex colour into formation.
- Create the stream material.
- Create the backdrop material.
- Add smaller prop details (crystals/ skeletons/ hanging ivy).
- Add any story related props (Artificial lighting/ Excavation tools/
Spirit like mist/figure.
- Touch up lighting.
Any crit is welcome at this point, my deadline for this is set as July 2nd.
Replies
been seeing it floating around. Loving it so far!
I would suggest maybe adding a little more color variation on the diffuse for the vegetation maybe, and perhaps even more saturation too.
I'll be watching your waterfall progress closely to see if I can't pick up any new techniques (waterfalls make Feanixs cry).
Good luck! Any concept art / sketches?
RexM I added more colour variations like you suggested, though its a bit too subtle atm, I'll do something a bit more wild soon! Thanks feanix! If you look up at the top I have the reference picture I'm basing the scene off, and yeah man, waterfalls are a total bitch, I've got lots of practicing to do!
Also started sculpting the stream bed, probably going to redo this with smaller pebbles or something.
Or maybe it's just me and my derp.
Added the small stream, I'm going to be working on it feel a bit more stream like soon, I also added the stream bed, which is something I'll return to at a later point. Anyway I can feel myself starting to bore of these pieces, I'll probably start work on some other pieces for this scene. Any suggestions with the water are welcome, but its far from done!
One suggestion... when your redoing your sculpt for the stream bed texture. Set your wrap mode to 1. This will make sure your texture tiles perfectly. I think you might need to use a poly plane first and convert it to mesh3d.
Good luck
stoofoo: Ooh glad to have you looking at my work! I found it on CGHub whilst searching for environment concepts.
Thankyou for all the feedback everyone, I have a long way to still go with this, but im working on making it presentable at a job fair.
Outside of that I am liking this more and more as you update!
I was thinking of doing a scene based off of this concept before and did some research on it. It's a concept for an Asura cave entrance done by Thomas Scholes.
Keres: I started by projecting a manipulated image of some course rocks. I think took out the clay tool and 'pulled' some of the large features out, I then when over with the hPolish tool to sharpen some edges up. It was enough to bake some quick normals for something that isnt going to be seen much.
nordahl154: I ended up just making them tile in photoshop.
I've tried to reduce the importance of the crystals by toning down the brightness and moving them to just one side, I've also introduced my main focues point which is the ghostly figure in the entrance, not too sure if it really works. Would people mind telling me which they prefer? I'm more inclined to go with the second one.
Throw more things inside there, between the rocks, and have a light reflected off them and bouncing inside, reflecting the inner edges of the rocks. Make a bend or a gateway of sorts that would create a sharp contrast around which the light would appear. Keep ur DOF focused on the gateway, u wonna show the crystals so bad that it negates the idea of the scene. Sometimes u gotta learn when to drop ur beloved detail and focus on the big picture...
Also add waterfalls on the right side too and maybe toss some blue glows inside some of the tubes, that might be interesting. Maybe the water 'grow' crystals and they would appear anywhere water accumulates
Anyway I removed the far DOF, I've kept the closer depth of field. I apologize for the small image size.
EDIT:
Thanks konstruct & shotgun, unfortunately I really need to get this piece wrapped up tonight due to getting my portfolio ready. I will however come back to this piece when I have time again, as It does indeed not feel as much as an entrance as I'd like it to. What really worried me about adding detail to the entrance was that the scene is already quite busy, I found the darkness of the entrance to be a resting point for the eyes. I feel it would be silly for me to try and make changes tonight - that'd probably end in something that looks more half baked than now.
Thanks again.
Perhaps you can come back later and try smaller chunks lying around? Sort of like debris. (Referring to the glowing crystal of course)
One thing I would address is the rock faces in the top left/right of the image. They just seem bland and forgotten about.
I really do like this piece though, it's looking good.
Your piece looks very nice. I'm happy to see someone else has done a guild wars piece, their concept art is breathtaking, one of a kind really. Aside from the big picture, you took the detailing in a different direction than myself. But that's what's awesome about it.
Flattered really. A friend sent this my way
No need to be shy by the way, Concept Artists don't bite. I could have sent a high-res your way if it would have been of use.
Oddly enough, and let me know if I should just keep my mouth shut- I prefer the simplicity and hierarchy in your previous version compared to the final: http://img5.imageshack.us/img5/1364/screenshot2011061521270.jpg
But I suppose in-game style depends on numerous factors
So I've got some spare time so I'm coming back to this piece, on my list to do -
- Remove ass crystal.
- Add proper background cliff mesh
- Make the entrance more like an entrance (in terms of composition and form)
- Add some other light sources with different colours (FIRE!)
So hitting point 2, heres a baked sculpt for the cliff mesh, I just did a cleaned up decimated mesh, guess I'm lazy.