Hi guys,I am posting here this wip because I totally need some help
The indie team I am working with asked me to create the environment of the 5 bridges that connect an ancient ruin inside a rift(for game).
To make the things more difficult,there is not a concept art to follow,I have to come up with some good design :poly122:
so I made a quick blockout of the fissure (just 2 big planes) & put it the 5 bridges (I take them from the map layout done from another guy of the team) & put all into udk,taked some screen & now the idea was to start doing some overpaint to find some cool design.
But the major problem is another: I don't have a clear idea about how to approach to the rift creation :poly141:
At the beggining I was thinking to sculpt it all into Zbrush & then retopology & stuff,but in that way I will end having a giant texture...& maybe that is not good :poly141:
Please guys,could you help me to understand how a professional environment artist would choose to proceed to doing something like that?
Replies
to give yourself a better view off what you want to achieve,
and then we have a better idear of what you're trying to do.
maybe look at this for some inspiration
the cliffs have the same tilable texture, so no super sized texture (he says it somewhere in the comments)
http://www.polycount.com/forum/showthread.php?t=98332
Good luck! And post your progress.
Thanks for the link & those cliffs are amazing,saddly this game doesn't run on udk,I assemble it in udk for personal portfolio purpose,but the lead will use the assets into the Neoaxis Engine,& I think that engine can't handle things like blending materials (though I have to ask to him when it comes online to be sure) so I think I will have to use unique texture set for each cliff piece
let me know what you think
skylebones: your right,probably I should go with some quick sketches
Also I hope I will be able to sculpt this kind of stuff,never sculpted a rock :S
The scene for the game don't have it,but for the scene for my portfolio I was thinking to add something like small waterfalls,to make it even more interesting :P
Is my first rock so I don't have developed a workflow for them,with proper brush/alpha,so,I guess I have to keep doing rocks & see what brush/alpha gives the better resoult,but probably I also need to find some good reference cause now I am not using any
Guys can you give me any suggestions to help me doing better rocks? also what do you think is wrong with this?!
thx
Will be watching the progress
little up,on the left as it is now inside zbrush & on the right a simple texture applied on it on photoshop to give an idea,but the final would be without grass & small rocks,I will paint that away from the texture,now I have to look to a way to sculpt nice cracks/middle level detail on this "testing rock",after that I can start with the rock mass production
Have you seen this? [ame="http://www.youtube.com/watch?v=3tz7na7Y75o"]Sculpting a rocky surface - YouTube[/ame]
(I'm learning to sculpt.. and try to make a realistic rock. This video helped me a lot)
Snader: wow,is that real?!
So now the idea is to start over sculpting with that in mind,but there is also a second possibility where I get this overall flow trough a good texture,so probably I can try in that way.
Any consideration of you guys that can help me to decide how to proceed is welcome
sweet thanks, the result came out pretty nice. Perhaps I'll try to bake a few and edit them in photoshop for my project.
Can you tell me in your opinion wich one do you think would be best for a rift rock wall? this new version or the old one style?
Previous ones look best as for me - especially if you make them more like a wall.. Or something
guy made rocks that made me rock hard