Hi guys so I've got a really nice long University brief for the end of the year to create a level design in UDK and creating the art for it. My idea is a stealth based game, where the player has to infiltrate an underground bunker to steal a valuable object
So here are a few Mood Boards, Reference Boards, a concept page and screenshots of my level blockout
So starting off with the Mood Boards
now here are a few reference boards
here are just two really simple concepts
and lastly here are a few screens of blockouts from different sections
so the first one is gone be with dark brick walls kind of like medieval sewer systems but a bit modernised
the second one is part of a large water reservoir chamber with concrete walls the third one is part of the same chamber
the fourth image is going to be a bit very business like with metal walls, very high tech but not sci fi kind of like you would imagine a secret government facility
so I am hoping over the next few weeks ill be able to get some really nice feedback
Replies
http://www.polycount.com/forum/showthread.php?t=80495
Good luck.
so here are a few of the assets for the sewer stage of the level these i can build most of the first part. if you look at the udk blockout this is the same area as the first screenshot
oh and please excuse the mess of the wireframe screenshot i haven't cleaned it yet :P
and now a few screens from inside UDK using the meshes I've been making
lastly just a screenshot of locker room assets in maya
as always any criticism is welcome
I think with sewers its easy to confuse the player in terms of variation throughout the level, so make sure you mix each area up a bit!
That being said, that is a fantastic critique to get. If you had to choose one thing from the paint-over to put into your scene I would push you to go with the colour palette. It adds a lot of mood and visual interest.
i think the first pic from this moodboard has a really good color palette worth of copying. it uses all kinds of colors, ranging from cold greens and warm greens to intense reds and warm yellows, and they are all balanced well.
Moshbeast, can you link me the full res of that concept or tell me what is it from?
Using my super amazing gaming knowledge and google I could find a pretty cool high res version (2000x1286).
It's from Uncharted 2 and you can find it amongst others on this blog: Click me!
also before I start I got a few nasty cuts in the lighting this is not how it actually is I just used tiledshot 4 in udk to make the screenshots. not sure why it chose to start acting up now
to start out I've worked on the sewer a bit more and finally got the vertex painting in there but still need to tweak the bloom and fog a bit
next one is a corridor of the second part of the level the red light is a gameplay feature essentially it is suppose to show the player where a camera is looking at and if the player walks through a bot spawns
the third image is the lockerroom I still need to work on the specular maps a bit though
this is the main chamber of the reservoir with the a look into the control room
and the last one is the armory where the player can restock his weapons and get some health in preparation for the Boss
so here is the changed sewer
now a hallway from the second part of the level
here is the main chamber of the reservoir
and finally the boss chamber
The first image (of the most recent update) is coming along i like the lighting although with how bright your lights are it should react more with the walls / environment some more color be nice also also like the colored wires / info on the wall but i think the metal floor texture is a bit to extreme / noisey, i find it a bit distracting, the walls look great now with some of that to break it up! so good job over all
The next one i think the colors could be less saturated or different for the paint, the wall texture is allot better now! could maybe add some indents or bolts to add a little more, colored trim tiles? feel the scene could be a bit more moody but i like idea of the scene still and it comes across
The last one i like the epic scale! not sure about the lights i may of used a small size, some mold / life on the walls could be an idea but i like how sleek it is,
http://youtu.be/EsGdiP_SnSI?t=8m41s (note i havent watched all this video so sorry if its got weird people talking :P) This room isn't exactly the same but it reminded me of yours! i suggest looking at more reference maybe i understand the feel your going for though and i do really like the idea of it would be an epic scene in a game!
Glad to see your thinking about little touches in the scene though like wall text, color elements and more lighting / atmosphere! keep it up