Yes but not only a reference for where certain game design elements have been seen, but also WHY and how they would be implemented. (Don't know how well that would work though since the how and why are surely things companies don't want their designers to flap on about everywhere) And a thaaaank you!
Thanks, CarlK3D and ghaztehschmexeh, it seems like number 3 is the best choice. I went with mostly 3 with some elements of 1 and 2. I like the mech bits but I'm not sure if I went alieny enough with the fleshy parts. I might make them a bit more zerg like.
There are around 14 sections (seperatly built); from which will be blocked out low poly (furniture, vegetation & destructive elements). then only a selected number of assets will under go high sculpt and retop. Everything is intended to go to UDK in the end...hopefully The original master file from where everything will be…
I see quite a few repeating elements in the curls, how about putting baking one and mapping it to a few planes (cut down to size a little bit so as to reduce overlapping)? You'll still need to use a normalmap (your atlas is diffuse only, then?), but you'll be able to keep it much smaller.
A udate on the tank,ive chosen to give it a desert color scheme because for some reason it looks like some sort of quick hit and a attack vehicle. Got all of the basic details down, so ive moved on to the weathering but im still unsure what i will do with it in terms of decorative elements.
Yeah I was wondering if the vines should ignore time or not :) Thanks for your input Yoji Now that I've baked a 1st iteration of my architectural elements, I've started to rebuild the scene. Made a few last minor changes to the layout. Once I've rebuilt everything, I'll go back to the concepts.
I have a weak spot for mechs so I'm really enjoying these. Clean execution and very nice presenation. Only crit on the concepts would be the organic details are a bit hard to spot from time to time. Maybe they should be marked out with some light grey just to break up the elements.
Some nice timing on the shark movement and ripples and a great idea. I like the style of the water and rings however agree with the above. Try to offset some of the elements to create a cascade of animations with cause and effect. I had a similar idea of something different with the "projectile" and a burrowing ability so…
CONCEPTS Disclaimer: I'm better in VFX and 3D than painting. I'm testing styles and exploring renders for sands. Gathering for allegories like stones, pikes, moving sands, tomb shapes and mixing it. Probably I will use all this elements in a more affordable composition, based on the last concept [more clear].
[ QUOTE ] It reminds me more of a mutated broccoli with warts than a real zombie. [/ QUOTE ] Lol are you serious? real zombie? I think it looks pretty cool, It does lack some elements in the Believability department, but It looks different than most zombie depictions we see..which is good.