for a class assignment I'm creating a modular dungeon and wanted some help with critique and maybe a paint over for guidance. i have ref but still haven't fully decided where to take this. This assignment is due in 3 weeks.
what i have so far:
I'd like to make skull torches
Replies
lighting update
tileable floor texture (composed of mud/dirt water puddles msuhy grass etc)
chains (maybe with physics)
torches
iron gate
door
foliage
barrels/crates/chest
rubbel piles
tileable rock surface texture
cob webs
if any one has any ideas to make this scene more interesting let me know thanks!
Any plans to model out some of the bricks? The flat walls could use some silhouette detail as shown in The Witcher reference images.
ceiling doesnt work at the moment; either make it out of wood, cement or a more convincing rock brick pattern, define the arches better instead with reinforcements like in the witcher2.
The wood beams shouldn't be split in the middle.. This is completely going to collapse.
Those are very functional wood and masonry problems but if you dont have the right structure it's not gonna be believable.
http://www.medievalarchitecture.net/photo_archive.html
I think lighting is the bigger issue. I have problems with it too, but the torches are blown out compared to the concept. Most of the lighting is that sort of "dungeon blue" lighting from an outside nighttime world, like with moon rays n shit. They have a warm cool contrast to lead the player.
Get some more silhouetting shapes in there, like cholden i s saying, like some bricks popping out of walls or some kind of shit on the floor. I know your gunna to the floor, maybe use a terrain for it with some subtle bumps and dips. That white fog is just hiding whatever bs you have underneath. Get a placeholder from UDK until then, it'll help with the how to balance the composition.
Look at english dungeon architecture more. The concept has a good amount, but you need to understand what's really going on everywhere, on and off screen. There is reference up the ass of this stuff, it's extremely popular. Wiki.
Lastly, and I know how much work you've done, but just as some food for thought. Atm, it looks dead. Like no one would really be kept there or anything. It lacks the story of people walking the corridors or a dampness from the cold. Get a specular on the bricks to give off a little of the watery/wet feel.
Try to get some sharper lighting contrasts (I'm not sure how either, working on this issue myself!). You have a little bit to go before it's just light experiments, so maybe you should start them now, then work on other stuff while it bakes.
It's getting there Shawnell, I'm losing the detail of those bricks though, like from your zBrush. They looked awesome in zBrush, now they're flatting out, maybe specular will help.
Good job coming this far, it's coming along with momentum, keep that going.
I'm aware, im working on it.
some UV's and things havent been fixed atm due to time but i will soon!
new modular asset
wet dirt/ mud in game UDK
update
here it is:
a broken marble walk walkway ..distressed a lil eroded and other weathering effects
W.I.P.
I can never get high enough resolution to do high quality polypainting, always comes out pixelated. Is each block it's own subtool? How many polys are in each block either way, 2 mill?
@chrisradsby that actually sounds like a good idea and ill take that in to consideration. i made the floor fog less opaque and you'll see in my next update. thanks for the feed back!
still working on the detail textures in photoshop - (diffuse and spec)
:):)