Where do I start? I'm trying to create the following level for a mod project I'm working on, and as I'm new to environment art I was hoping someone might be able to provide some tips and suggestions for a good workflow for re-creating this level in a modern engine.
http://adamhogseth.com/AR0205.jpg
How should I re-create those walls and floors? I really want to capture the layered look with the deeper reddish colors underneath stretched tendons covered in sloughing skin... I just don't even know where to begin.
The props and other things are minor concerns.. I know I can handle those after I've got the walls and floors nailed down. I just really want to do this level justice. Thanks in advance!
Replies
If you want to do it modularly it's pretty much the same way, but you'll have to make sure the pieces line up, are formed to the grid, etc.
as far as the texturing, if you are able to us vertex blending and multiple uv sets you can do this:
Unwrap the walls on UV channel 1 and have the seams running down the center of the floor and ceiling
Unwrap the floor and ceiling on UV channel 2, put their seams along the center of the walls
Now when you vertex blend these textures the seems will be hidden completely.
Should I be laying out my UVs at this stage? Or turbosmooth to get a bit more geometry in there before setting up UVs (though I'm assuming it would be easier to set up with less geo)? Right now it's about 400 polys, and the walls/floors are the height/width I want them at. I just don't know where to go from here.
I think for the organic look I'm going for ( with tendons stretching from the walls to the floor, etc), the best way to do it would be to select a section of the tunnel and flatten it out so that I can work on both the walls and floor together when setting up textures/baking.
Whats the best way to do so? I'm used to using UVLayout to generate UVs for characters, and then making some minor tweaks in max to clean them up. I'm using Max 2012, and I have some experience using Renderhjs' tools in the past, but in the past I've always just selected a row of verts and clicked "align verts to x (etc)" then selected the next row and done the same and so on. There has to be a better way to do this kind of layout, right?
I've used turbosmooth on caves in the past, it works fine as a starting point but you're going to want to go back and edit your mesh by hand. You're going to lose a lot of your original volume after you smooth it.
I generally design spaces using lego pieces (and i do the same with organic stuff) build out the tunnels as re-usable tunnel pieces... and change the props and lighting in the tunnel to make it look unique. Your rooms are all roughly the same size and shape. no need to make 4 rooms, make one and change the decorum... caves and tunnels and organic whatnots are fun because you can take strange shapes and kit-bash them together to get interesting shapes... careful with overdraw though.
good luck
A lot of what Justin brings up is similar to what we did on Warhammer for caves and dungeons. Building a collar (cap) to modular pieces or a some connector piece to hide the seams.
I think what I'll do is get the pieces I want to use UV'd and then mock up a quick texture for the walls/floors and then start to re-create the layout using the modular pieces as best I can.
And then, I suppose, I would want to add some variation to the tunnels by selecting loops/verts and moving/scaling them around to make the walls and floors look more organic..
Is there a better way to do it? Or just a bit of pushing/pulling verts?
And then I'll work on my texture, sculpting the tendons and thick, skin-like top layer in zbrush and setting the texture up so that it tiles horizontally and making sure the texture has enough variation in it that it's not obviously the same pattern repeated on every wall... and am I right in thinking that the nature of the organic look I'm going for with this level kind of lends itself to a bit of stretching here and there and would add more variation.?
Does that sound about right? Are there any issues with that workflow that I should consider revising? I'm at work for another 6 hours so right now I'm just trying to think through it.. so any suggestions would be appreciated.
Try what you're talkin about and let's see it good luck chief
and you aren't trying to remake the whole BG2, or are you?
Not that i would complain if that was the case, but such extremely ambiteous projects rarely succeed.
The mod is Baldur's Gate Redux for the Dragon Age engine. The plan is to remake the entirety of BG2, but we're releasing in modules (otherwise it would be years before we released anything). The first module was released before I joined the team, and was more of a proof-of-concept but it does contain Irenicus' Dungeon as well as some custom assets/creatures. The second module contains the entire city of Athkatla (we're up to 92 levels so far), and a large number of custom creatures/characters (which is what I've been working on). You can see images of the levels, creatures, and characters we've been working on in the Project WIP Section at http://bg2redux.com/ if you're interested.