Okay, I'm going to start documenting a new scene I'll be working on here and there.
The concept comes from the extremely talented
Mr. Petter Lundh.
I'll be using his awesome castle concept:
My main aim for this scene is to have a large-scale environment. That is to say, on the scale of something you might find a a dragon-flying sim or RTS. So I won't be doing a lot of small scale detail. I'll be making it viewable from any angle, unlike my previous
two scenes which were made mostly to be viewed onlu rom the same angle as in the concept art.
For now I've been working on blocking out the landscape shape and the castle meshes. I've also been playing around with getting the sky to look nice. The trees atm are just experimental.
I'm having some trouble running lightmass due to fairly large memory requirements.
The sky is the most complete part of the scene so far. I've made the moon small on purpose to match the concept. The aurora are particle based and weave across the sky much like the real thing. I'll post a video when I think I'm ready.
The rocks are also very primitive at the moment. I'm using Z-up to control where the snow lies and I need to add a mask to give it a bit of a rougher transition.
I'm using a Landscape for the terrain so I'll almost certainly be sculpting in a bit more detail as time goes on.
I wont be aiming to match the concept art as closely as before as the main focus for this scene wil be to have a full 3D scene.
Replies
Keep it up though and this should be good to follow
I should also point out that the stone colour on those towers is WAY to dark and will be much much lighter in the finished scene.
I can make the valley surrounding the castle a little deeper. We'll see how it works out.
Here's an update:
I've also pretty much given up on lightmass. It can't manage to actually even load the entire scene into memory on my measly 4gb machine, much less start doing lighting calcs on it. So I'll be doing the lighting old school here.
Edit: Just read that you'll be sculpting it later on
Shifting your dominant light source along with your moon to the side so you get some side-lighting will be a lot better than what you have now. Since your moon is at the rear of your scene, this would mean back-lighting which isn't really suable for showing off large areas like you have here.
Whats with the orangery glows under the rocks?
PS: Those orangey glows are placeholders for the fires seen in the concept art.
I also did some experimenting with the foliage painting in the June version of the UDK. While it seems okayyyyy it seems like the collision on landscapes can be a bit funky. It's almost like theres another collision mesh hovering between 0 and 256 units everywhere. Perhaps it's a super-low poly collision mesh? Dunno.
I also added some fun with image reflections.
Enough prattle, images:
Here's a close up of some of the trees. You can see the positional colour variation at work really nicely here.
A shot to show off the image reflections:
And just for some variety, a shot from the other side. I'll need to detail this all up for the final scene.
I like the progress though!
I adjusted the fog colour a little. Is this what you meant?
I also made the transition between snow/no snow on the tree branches a nit sharper:
the concept feels very sharp and angular, dangerous rocks and crevices, you have squat round little rocks that don't feel at all threatening.
i would work on these elements and the rest will fall into place.
@Rick_D: Thanks for your advice. You're dead right about the castle not being imposing enough. It definitely needs to be able to survive a cow siege. I used Photoshop to compare the silouette in the concept to one of my screenshots:
That gives me a nice guideline to work to!
Also, spiker rocks are on the way. I only have two variants atm but I'll definitely be doing some more to represent those toothlike ones!
Thanks again!
cheers