Hi I'm jef and talking a bit about this quick concept. I want to remember the awesomeness of each dragon in the game, rather than with a mark on the wall, this is something hurried something that has to do with the four elements maybe diamonds rocks? I do not know yet, I will be updating you with the process
Yep i hear ya! Here is the scene with a human reference, 1.8m male. Maybe this helps? Im thinking i should introduce some human sized elements to break that scale barrier. The fat pillars and big stone blocks are not reading well without something to bring out the grander scale.
Cool thanks @Asura . That's a good idea I'll pump it up a bit. Was thinking of making the hood a separate element anyway so I can do a version where he's wearing it. I thought it would be cool in the game to have and animation where you can put his hood on and off.
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.