A huge thanks to the crits and encouragement so far. I know of some of you and it's very motivating to see that you left a message
GDC is coming up next week and I've got midterms to take care of so it is Time to get'er dun!
Like a typical college student I'll be working throughout the night this weekend. Here's the most recent turn around with gestural changes and texture / poly cleanup. You can check out wires on the right hand side.
There will be some more diffuse work to screw around with before i'm satisfied with this setpiece. Then it's on to the other elements in the scene... Porbably the rocks and decals.
love the art style and generalcconcept and the strength of it. started an environment assignment at college myself last week using the gamebryo engine. this has inspired me as im heading down the same artistic style route good job so far
New update with small props + some other fixes and blocked in airships.
texture refinements, rock decals, and finished airships are on the menu for today. After this I need to wrap up and probably move on to a realistic scene (probably sci-fi interior)
I do think that the shield stuck on the middle of the roof looks way out of place and slapped on though. took me a couple seconds to figure out what it was too. "Is that a steak. . .pinned to the roof?" :P
Adding a rim light to your scene may help pop out details. In you're concept work it really helped sharpen the image. I feel like your color pallet was a bit more vibrant and varied in the concept as well, adding more reds and yellows to your sky would really help the background feel less flat.
man this is really looking epic. I don't know if your thinking about it yet, but have you been playing with specular maps to differ between the surface materials?-- donno if that's going against your over-all aesthetic.. also, I noticed in your texture flats that you might need to pop some edges into the wood and metals-- I donno.. probably just my personal taste-- this is your piece.. but just a suggestion.. great stuff dude will be looking forward to the final
I just landed in San Fransisco to attend GDC. Can't wait to meet some of you there! This next iteration is getting pretty close to final. Further edits to this project will come later this month, but for now I've gotta focus down on school work, an indie game project, and sending out applications.
Thanks for the help everyone. This was a super fun project.
Sean > Thanks allot for dropping by! Good point about the rim light. I'm very keen on Cryengine's ligthing techniques but i'm sure I'll manage to get that in. I really want to bring that red + color variation into the image...
Pseudobug > I did a paintover a few days ago where I knocked shingles off of the roof and beat it up. The shield was a remnant of that polish idea to indicate that they were using shields to to fix roof damage. I've now taken the shield out... I dont want anyone to confuse that with a steak LOL
Paro > Thanks dude
Jmiles > I think my spec maps probably have a long way to go. One of the things i'm going to do when I get some time back is screw around with spec painting in this project and see what kinds of stuff I can do. As of right now they are all pretty straight forward, and dark.
I used to have a bad habbit of highlighting the edges of pretty much everything in my work and paintings, so I am deliberately breaking that right now.
Stay tuned for later on, but for now enjoy this pretty much near final image. Thanks for the help everyone!
Replies
GDC is coming up next week and I've got midterms to take care of so it is Time to get'er dun!
Like a typical college student I'll be working throughout the night this weekend. Here's the most recent turn around with gestural changes and texture / poly cleanup. You can check out wires on the right hand side.
There will be some more diffuse work to screw around with before i'm satisfied with this setpiece. Then it's on to the other elements in the scene... Porbably the rocks and decals.
texture refinements, rock decals, and finished airships are on the menu for today. After this I need to wrap up and probably move on to a realistic scene (probably sci-fi interior)
Xnormal
I do think that the shield stuck on the middle of the roof looks way out of place and slapped on though. took me a couple seconds to figure out what it was too. "Is that a steak. . .pinned to the roof?" :P
Adding a rim light to your scene may help pop out details. In you're concept work it really helped sharpen the image. I feel like your color pallet was a bit more vibrant and varied in the concept as well, adding more reds and yellows to your sky would really help the background feel less flat.
Keep it up man, looking good.
Thanks for the help everyone. This was a super fun project.
Sean > Thanks allot for dropping by! Good point about the rim light. I'm very keen on Cryengine's ligthing techniques but i'm sure I'll manage to get that in. I really want to bring that red + color variation into the image...
Pseudobug > I did a paintover a few days ago where I knocked shingles off of the roof and beat it up. The shield was a remnant of that polish idea to indicate that they were using shields to to fix roof damage. I've now taken the shield out... I dont want anyone to confuse that with a steak LOL
Paro > Thanks dude
Jmiles > I think my spec maps probably have a long way to go. One of the things i'm going to do when I get some time back is screw around with spec painting in this project and see what kinds of stuff I can do. As of right now they are all pretty straight forward, and dark.
I used to have a bad habbit of highlighting the edges of pretty much everything in my work and paintings, so I am deliberately breaking that right now.
Stay tuned for later on, but for now enjoy this pretty much near final image. Thanks for the help everyone!
http://www.crydev.net/newspage.php?news=85687
thanks Nilix