Long story short, I've decided to get a degree on top of my daily job. Luckily my experience in the industry made me skip all years of study and all I have to do is a map as student project (which would explain that I did put in hold all other project I had running).
Only constraint is that it has to be a playable map running at 60fps /1080p on a Xeon W3530 2.80GHz, 6gb RAM, and a GTX 465.
Anyway less text, moar images :
Obviously everthing is still WIP, but crits are welcome~
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Now dirty it up, add some deeper AO using vertex colors and maybe increase the GI settings in the console?
What does the modular pieces that you made for this look like? I think the biggest challenge with a building like this is to make it out of a kit that can be reused to create alot of different variants.
Some scale ref would be useful to have present to keep you from slipping up with the scale but looking at it i think you're doing pretty well, can't see any glaring problematic areas.
Do you have some ref to go off of, or a rough sketch of what you envision this to look like in the end?
Again, cool stuff, will keep an eye on this for sure.
The original idea is to keep the whole environment clean. It should be a more detailed pass on the building itself but mostly some small props on top of it.
A vegetation pass is on the list as well, but I'm trying to get the overall of the map done before starting another iteration.
While I duplicated a lot of pieces to create the building in maya, the building isn't made from modular asset in the editor as I wanted something more unique and very line driven(and regroup all the drawcalls for performance reason).
As for my references I went through Brink (as mentioned earlier) minus the dirt, a lot of modern architecture research (mostly Zaha Hadid),wipeOut, Tron, Mirror's Edge Etc...
+1
id also like something "normal" to set it off like a bin or a dinosaur
Trying to get the volumes of the lower floor :
Defining some planter area to get ready for some vegetation and added some cover wall for "gameplay" purpose
close up of the bench (1st pass) , trying to stay very simple and minimal in the shape but effective :
The level have to be fully playable, that's the main reason it takes time to setup, it's a bit longer than a portfolio still shot
The underside looks really flat right now, get some GI in there, or manual point lights.
There are very few medium frequency lighting details, and I think that will really help sell the minimalist look.
Do you got any concepts or are you just pumping his out of your head?
Take a look at this Mirrors Edge collection from Dead End Thrills, if you need some ref.
I'm mostly working directly in 3D here, just doing some paintover to get some idea but not really what I would call a concept. Most of the planning is in my head~
Good luck with your graduation :P
I really love the part under the bridge. (the first photo of your last update!)
Looking really sweet! Give us moaaar!:)
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I find it so hard to come up with ideas for futuristic urban designs, so seeing people coming up with great designs like this is very inspiring - Keep up the good work!
Maybe you need to split the colours up a bit? Lots of white going on so the higher areas that you can't access could be a darker colour to the ones that you can? Also Brink used a lot of planters and trees to break it all up:
http://thecontrolleronline.com/wp/wp-content/uploads/2011/08/brink-agents-of-change-featured.jpg
The super yacht feeling is a good thing, it was part of my references and I wanted to inject the modern/clean/sunny mood from it.
As for the playability, let say that the map has to be playable but that I'm not really judge on the balanced/fun factor from its level design. I think it would be a control point map (still have to figure out how to setup that in the editor~)
I'm trying to get this aspect right anyway but I don't really have the time nor the possibility to play test it so it's kinda difficult. But as I said I'll be mostly judge on the art side of it.
Anyway thanks again for the comments, any critics are welcome ~
what kind of props are you planning to add to populate your environment?
That's too hard, every time I try to make fake plants they turn out photoreal... :poly127:
:-P
I guess you are talking about the screenshot that PHaynes888 posted, which is from Brink, because I haven't start on my plants yet
well its a shame you can't tell me. but i guess it is a testament to your work that i get it confused with a AAA title.
There's still a lot of props to do (trash bin,air con, lamppost, some grid etc~ ...)and some area to define.
I'm trying to "inject" some more sci-fi feeling into the image without going the gribble orgy way.
And according to those screen shot, it seems that I should calm down my HDR setting.
Thanks for your time , C&C welcome~
I also agree with the Halo: Reach city style. Maybe you can take a look there for some ideas on more sci-fi designs.
Also, I'm not sure if the blue lines are emissive, but I think it'd be kind of cool if those provided the lighting. The green ones could even be somewhat of a glow-in-the-dark material for ambient lighting. That would cut down the need for another model(and you have lights in this). A night-time scene with the emissive lines would be pretty sci-fi, in my opinion.
Additionally this is interesting "Long story short, I've decided to get a degree on top of my daily job. Luckily my experience in the industry made me skip all years of study and all I have to do is a map as student project."
I hope this isn't too personal but was this hard to swing? and is it a game art related degree? im currently without a degree, with a bunch of industry experience and would find a degree helpful, especially if the time constraints on attaining one were reduced.
will you be posting flats? I'd love to know how you approached the trims and texture in general of this building, and the fact you didn't use modularity makes it even more interesting!
I think to know exactly what other props to place etc, you need to nail down what this environments purpose is. At the moment it looks like a futuristic holiday resort or company HQ.
As for wanting to give it a more sci-fi feel, maybe adding some neons lights, little ATM-style machines (or something like that) or strips of metal and light running through the flooring?
Looking forward to where this goes from here!
I agree with others about the white walls-they feel a little too perfect.
I know this might be too much, but I'm not so sure about the wooden floor texture. Personally, if I was an architect, I would not construct a building with so much wooden flooring, especially for the outdoors. I would probably use some sort of tile, or concrete. Perhaps this tile could be a different color or similar to the color of the wood. There's also wood flooring on what appears to be road; I don't think it makes sense to have wooden flooring with road.
Since this is a residential area, perhaps you might want to add something more cultural; usually residential areas have something that mark some kind of culture since people live there. Right now it appears more like a corporate area than residential. Or it appears like some sort of hotel or public building where people do not necessarily live in. But maybe I'm being too picky
Either way it looks nice. Awesome shapes, awesome map, awesome job bro!
I would also try to match the colour of the leaves with the green structure you have in the building.
Those are still WIP and I probably iterate a bit more later on.
Here are some hi-poly that I used to get my normals :
@ leleuxart : The feeling I wanted to get at first is a kind of sunny clear sky "perfect day" mood. But I though about the night shot and I'm thinking about an alternate version if I got the time.
@Lennyagony :I'm not sure what do you mean by "swing". I'm still doing Env artist as day job, while working on this project only during my free time, which is somehow exhausting, doing a playable map is way more work than doing a still shot for a contest. As for your case, I don't know where you live but I'm a french guy living in the UK doing this procedure in a school in Belgium (I could do it in France but studies cost are really affordable there.) so maybe you could find a way out of that.
@konstruct : The support is here ! but now you know why I didn't include it in the shot
@JamieRIOT : Holiday resort was basically what I had in mind for the mood setting (I think that's the same words I used to describe it to a colleague)
@SHEPEIRO : I did rework a bit on the tree according to some feedback, If I got the time I'm going to rework the bush a bit as well, but the primary intention was to have a clean slightly stylized vegetation.
@Tidus : I tried at first to match the 2 green together, but it won't do here, otherwise as people noticed, the tree looked fake, and changing the green on the building to a less vibrant tone isn't really helping the mood.