Fawes, this is looking great! Your grass needs some work because everything else rocks. Maybe shorten it some so it doesn't stretch straight up like that.
The Story: A man lost his family and is taking up necromancy in order to bring them back to life..So I tried to merge some aspects of the Undead city Brill and some Human buildings to kinda try and get the feel of a human transitioning into the dark arts.
The Story: A man lost his family and is taking up necromancy in order to bring them back to life..So I tried to merge some aspects of the Undead city Brill and some Human buildings to kinda try and get the feel of a human transitioning into the dark arts.
Good stuff! Really love the house. I think however that the ground needs some detail work.
Haiasi - "Oh hi my name is Haiasi and im FKN AWESOME!" dude amazing work.Saved that to my ref folder so quick.Keep it up man.What did you paint that in?
More subtle variation in the leaves, your reference has quite a bit in the large blocks of colour, maybe make the tree less... smooth, don't hide the brush strokes as much as you are http://timmaughanbooks.com/wp-content/uploads/2009/02/oga3.jpg I'd guess you've seen this, but it's a good reference for the tree
The windows - door - entrance way - building - roofs grassblades plants - trees are all separate objects - they are pipe shoved in there...I guess I should show a wireframe lol -
It seems that an environment is never truly finished, and as such I have:
- Added more intense light shafts in the water.
- Added a low-lying Fog Volume (as HeightFog actors can't stack on top of an ExponentHeightFog actor) to darken the scene the lower the camera is.
- Tweaked with lighting to create a more complimentary colour scheme with greener light shafts among other things.
- Fiddled with the character lighting on SkeletalMeshes to define them more.
- Use a SceneCapture2D texture to create a more realistic water surface as well as toning down its Bloom Exponent.
I experimented with Post-Process ColourGrading again, but it tended to wash out all contrast within the environment, which seemed to confuse the eye and draw attention nowhere.
I'm pretty happy with this, but then there is always something extra to fiddle with :P
Haiasi - "Oh hi my name is Haiasi and im FKN AWESOME!" dude amazing work.Saved that to my ref folder so quick.Keep it up man.What did you paint that in?
Photoshop all the way. Sketched on paper, redid lines in Photoshop, then painted it.
marks: tnx for the crit
n88tr: lol i was thinking the same thing while painting her ^^
benji: yeah it could be that i missed the bal on that one a bit , nice beetle btw i really like the material definitions on it
tacit math : cool style, such odd colors to use yet very fitting
haiasi : nice the rendering brought it together
you have to extract all the mesh and texture files using fallout 3 archive utility and then replace original weapons using nifscope its going to become alot easyer when the mod tool come out which should be this month the i can get started on my real mod
Sir Calalot, awesome stuff. The third shot down is the strongest I think, mainly due to the strength of the shadows and values which the others seem to be lacking. Great lighting otherwise.
I see you're in Portsmouth by the way, are you at uni here?
appreciate the paintover but youre painting over lots of little assets that need to blend together. I could probably take a more tiered approach with highlights but I dont want to spend too long making it so that it can be overlayed dynamically (hence the simplicity).
Yeah man I gathered that, not having the separate assets though I don't have much choice when doing a paintover.
Just illustrating a couple things I thought your other assets had in terms of volume and consistency I thought this one was missing. The leaves I pretty much just added two new shades in addition to the original 2, a lighter one and a darker, less yellow green (for an inbetween of the original green and the blue-green shadow). You could easily take some of your original assets and just replicate/slightly modify them in a couple extra shades for something similar. Just my take on things.
You jack, I love the colors in the tree, since everybody else is doing it though i'm gonna jump on this about the bark -- it's painted in a pretty different style from the leaves, and i like the leaves a LOT. This is a quick take on making it mesh a bit better -- but it may not suit the overarching style of the game as well as your version. Trying to respect the modular bits as much as possible, I cant remember exactly where they all are.
So going back over my color map and spec maps. Playing around with values to help make the lizard pop out more. Adding more detail, color variation, and wear and tear.
Starting to feel pretty good about this one. Got some stuff to work out with the falling blossoms, the terrain, and a few more props. Final touches on the lighting and atmosphere and I should be done verrry soon.
Starting to feel pretty good about this one. Got some stuff to work out with the falling blossoms, the terrain, and a few more props. Final touches on the lighting and atmosphere and I should be done verrry soon.
im not an environment artist but this is looking really legit, keep working on it man
Replies
this looks awesome
Fucking EPIC!!!!!
I love this! How modular is it?
Good stuff! Really love the house. I think however that the ground needs some detail work.
There are 3 dark and 3 light clusters of leaves that have been copypasted/rotated to make that up, i was aiming to have solid shapes like;
http://dl.dropbox.com/u/814247/film_03.jpg (oga so good)
Not sure how to remedy it or if it really clashes that badly?
http://timmaughanbooks.com/wp-content/uploads/2009/02/oga3.jpg I'd guess you've seen this, but it's a good reference for the tree
I agree. That frickin' rules!
yeah its still a WIP - still working on a few things to add to it
The windows - door - entrance way - building - roofs grassblades plants - trees are all separate objects - they are pipe shoved in there...I guess I should show a wireframe lol -
Me again...
It seems that an environment is never truly finished, and as such I have:
- Added more intense light shafts in the water.
- Added a low-lying Fog Volume (as HeightFog actors can't stack on top of an ExponentHeightFog actor) to darken the scene the lower the camera is.
- Tweaked with lighting to create a more complimentary colour scheme with greener light shafts among other things.
- Fiddled with the character lighting on SkeletalMeshes to define them more.
- Use a SceneCapture2D texture to create a more realistic water surface as well as toning down its Bloom Exponent.
[ame="http://www.youtube.com/watch?v=XxUiPxCmx2w"]Underwater Scene (99% Complete) - YouTube[/ame]
I experimented with Post-Process ColourGrading again, but it tended to wash out all contrast within the environment, which seemed to confuse the eye and draw attention nowhere.
I'm pretty happy with this, but then there is always something extra to fiddle with :P
Photoshop all the way. Sketched on paper, redid lines in Photoshop, then painted it.
I think I had about 10-12 hours in total on it.
marks: tnx for the crit
n88tr: lol i was thinking the same thing while painting her ^^
benji: yeah it could be that i missed the bal on that one a bit , nice beetle btw i really like the material definitions on it
tacit math : cool style, such odd colors to use yet very fitting
haiasi : nice the rendering brought it together
a doodle
and a small study for tonight
I suck at texturing rocks
A sculpt I've been working on today. I'm a great fan of Mirror's Edge and had the whim of doing something cartoon. It was so funny
you have to extract all the mesh and texture files using fallout 3 archive utility and then replace original weapons using nifscope its going to become alot easyer when the mod tool come out which should be this month the i can get started on my real mod
I see you're in Portsmouth by the way, are you at uni here?
Kind of agreeing with Marine, there is quite a bit of difference in how the trunk reads compared to the leaves.
Paintover below, one other possible approach? (Sorry for the lack of refinement on edges and such).
Some eye studies:
Just illustrating a couple things I thought your other assets had in terms of volume and consistency I thought this one was missing. The leaves I pretty much just added two new shades in addition to the original 2, a lighter one and a darker, less yellow green (for an inbetween of the original green and the blue-green shadow). You could easily take some of your original assets and just replicate/slightly modify them in a couple extra shades for something similar. Just my take on things.
This is looking pretty rad.
haha i did these exact same eye studies yours look alot nicer than mine though haha good job
Paintover
Zelldweller, this is totally awesome, love Mirror's Edge and love this representation.
So going back over my color map and spec maps. Playing around with values to help make the lizard pop out more. Adding more detail, color variation, and wear and tear.
im not an environment artist but this is looking really legit, keep working on it man
Update on my firefighter dragon :poly136:
I made a barrel!
So here is sword which I'm working on.
Any advices will be appreciated!