Bunglo Posted June 13, 2012 Report Share Posted June 13, 2012 Trying out different ideas for an ancient greek/roman-esq type scene. Most of my references for mood, lighting, color palette, composition, are from those awesome old master paintings. Focusing on the details too early kills environments for me (maybe I'll finish this one ), sooo I'm just trying to get a good feel for the foundations of the scene at the moment. It may be a bit too early but, as always, any crits/advice will be appreciated. Quote Link to comment Share on other sites More sharing options...
knj Posted June 13, 2012 Report Share Posted June 13, 2012 as for now it looks good as for the column texturing, you have overlayed AO over some texture ? or did smth more with it ? Quote Link to comment Share on other sites More sharing options...
e-freak Posted June 13, 2012 Report Share Posted June 13, 2012 looks great Quote Link to comment Share on other sites More sharing options...
Bunglo Posted June 13, 2012 Report Share Posted June 13, 2012 as for the column texturing, you have overlayed AO over some texture ? or did smth more with it ? Still using the test bakes I did (just ao and normal on it.) I knew I wanted to start on an environment using theme so I figured I'd hold off on the texturing until the scene had progressed more. Quote Link to comment Share on other sites More sharing options...
The Vulture Posted June 14, 2012 Report Share Posted June 14, 2012 man that lamppost is sweet :/ Anyway... Here's a BF3 inspired Spawn Beacon I started a few days back. I have lots of details left and the design isn't exactly like DICE's. Quote Link to comment Share on other sites More sharing options...
Rick_D Posted June 14, 2012 Report Share Posted June 14, 2012 just a reminder when making stuff like that, try and make it feel like it;s actually made from separate sheets of metal instead of a single solid piece Quote Link to comment Share on other sites More sharing options...
mjens Posted June 14, 2012 Report Share Posted June 14, 2012 Finished highpoly model of X-Com1 rifle's magazine: Ref pic: Quote Link to comment Share on other sites More sharing options...
c0w Posted June 17, 2012 Report Share Posted June 17, 2012 Here is what I ended up with after following along with 3dbuzz's SOCOM pistol tutorial. When I came to the end of it, I realized that we weren't priming the model for game use. Would definitely have to trim down a bit on the tri-count, which rests around 29,900 =0 I kind of want to move on to something else, but what would it take for this to take to the next level? Go super high-poly? Or trim the fat and work on textures? Hmm. Quote Link to comment Share on other sites More sharing options...
Bunglo Posted June 20, 2012 Report Share Posted June 20, 2012 Composition blockout. Still racking my brain on how to balance the lower left corner with all that geometry in the upper right. The painting I'm using as my reference has all of these donkeys and stuff leading the eye back to the main area of focus, as well as balancing out the overall composition, but I don't want to model donkeys Quote Link to comment Share on other sites More sharing options...
sarge mat Posted June 21, 2012 Report Share Posted June 21, 2012 Bit early for much feedback maybe but its based on this bit of concept art http://goo.gl/rX4p3. Going a bit more Fantasy with the setting rather than post apocalyptic, think shadow of the colossus or last guardian maybe. [attachment=0]FantasyCourtyardEnvironment_21_06_2012_Screenshot1.jpg[/attachment] Quote Link to comment Share on other sites More sharing options...
knj Posted June 21, 2012 Report Share Posted June 21, 2012 sarge nice concept dude, but it lacks of the selling point for me at this moment Quote Link to comment Share on other sites More sharing options...
sarge mat Posted June 21, 2012 Report Share Posted June 21, 2012 sarge nice concept dude, but it lacks of the selling point for me at this moment let me be clear I didn't do the concept lol just one I picked out (wish I could draw half that good ha). Quote Link to comment Share on other sites More sharing options...
knj Posted June 21, 2012 Report Share Posted June 21, 2012 anyway cool, good luck with that Quote Link to comment Share on other sites More sharing options...
sarge mat Posted June 21, 2012 Report Share Posted June 21, 2012 cheers Quote Link to comment Share on other sites More sharing options...
PhilipK Posted June 23, 2012 Report Share Posted June 23, 2012 I don't really agree with that an environment piece has to have a totally rad focus/selling point or so. If you look at big games today I feel like that is one of the problems where every room has to have this huge epic shit going on. There's two problems with this IMO: - You won't be able to finish up what you started and you end up with some half assed crappy thing that is neither epic and especially doesn't even have an even quality. - You succeed to do this and the epicness take out each other and you end up with no more "WOW" effect than if it would have been a generic corridor shooter. To me it's all about contrast and gradients between awesome super awesome stuff and "regular" stuff. I wouldn't want to use regular or generic really, but without those (that I think should build up the bulk of any game really) the epic stuff doesn't mean anything TBH. So to actually get to the point of what you can do a scene that is considered "generic" from that perspective and instead execute it awesomely in a fairly short amount of time and even preferably be able to record a video and walk around in your scene and show that it has a consistent quality, that is to me way more interesting than being able to make a one or two screenshot environment that looks good, but as soon as you rotate your camera 10 degrees it's crap. I think it's moved way too much in that direction where people are getting told they should only build up their environment for 1 or two camera angles... While that is not what you would have in a good game (with the exception of a very few). I'd extend on that concept and try to build a whole interesting world out of that (doesn't mean it has to be a square mile of content). The better your "generic" stuff is, the better 90%+ of your game will play and look Make the generic stuff not feel generic and you're there. Anyway.. rant mode off Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.