The last couple of days, I've been working on the cave entrance. This was because
I wanted to make a more complete area of my level, to give people an idea of
how the finished level will look. I'm concentrating around this part, the lower
level of the canyon near the cave entrance.
This is the concept I have been working from:
I then took my blockout piece and imported it into zbrush. This was to keep
the same scale so the piece would fit back into the level. I sculpted in the
details while looking at the concept. This took about a day. I changed some
minor parts of the design after I got some crit, namely the eyes are pointed downwards
and inwards to stare at the player. The original design did not look as threatening,
an instead looked too cute, like a rabbits face, which was not the intention.
I then retopologized the model in 3dsmax and baked the textures. This took
about another day. After that, I put the model back into cryengine. And this is
the result.
I am happy to get an asset like this into the level, it feels like the
project has really started now. I will most likely work on the texture some
more in the future, but next I am going to work on some foliage. I've already
got a fern in the scene to add a bit of greenery, but I think next I will make
the large scale trees that are in the level.
Monday, 11 February 2013
Friday, 8 February 2013
So the fmp has finally started. I've been continuing to
block out, and I've also sculpted some rocks. As well as that, I've also made a
quick fern. This is just so I can get an idea of what the level will look like.
Taking a screenshot, I painted over it. This is how this area of my level will
look later on.
I also had a go at blend layer. I got it to work, but at the
moment it is still a work in progress. This is how it looks at the minute. I
also couldn't get it to work with multisub materials, so I've had to cut some
of the level up to have different materials.
Finally, I baked a wall texture. I took this wall carving,
then sculpted it in zbrush.
I then baked this to a plane. This is going to tile
up the walls inside the cave, to add a bit of interest to the corridors. Here
is how it looks in engine.
Next, I am going to work on a hero asset. This is so I can
get an area of the level (the part I painted) looking a lot more complete.
Monday, 4 February 2013
Project Proposal
For my final major project, I will be making a environment
based around ancient Balinese architecture. The style will be realistic, and
will be built in cryengine 3.
Bali is a small island that is part of Indonesia. The art
style is very distinctive, and features ornate carvings. These will be the main
focus point of my project. The level will show off sculpting skills, and the
project will make use of high poly modelling (using programs such as z-brush)
the geographical location of the level and the ecological The
other secondary focus of the project is on foliage modelling. The foliage will
be appropriate re to biome.
The level will be for current generation consoles and pcs.
This means that the technical specifications reflect that. The target triangle
budget for the whole level without instances will be 150,000. For textures, the
maximum texture size for an asset will be 1024 (for hero assets). These will be
documented in an asset list. Secondary assets will be around 512. My aim is to
have a pixel density of around 256 per meter.
In summary, here is what the project will aim to achieve:
1.
Ruined jungle temple environment based around Balinese
carvings
3.
Running on the university computers at an
acceptable frame rate (no slow down, around 30 FPS)
4.
Made in cryengiene 3
5.
High quality sculptures as the main feature
6.
Suitable foliage as the secondary feature backed
up by research
7.
Aim to be around 150,000 triangles (without
instances)
8.
Texture pixel density around 256 per meter
Wednesday, 16 January 2013
Foliage of tropical south east Asia
Firstly, there is the
kapok tree. This is probably the first kind of tree you would think of when you
talk about rainforests. Its large, it can grow to 150 feet tall. This large
tree would be the main type of tree that will be in my level.
I’m also going to have
fan palms. These palms are found in tropical climates, and they have a
distinctive shape. These would provide a medium layer of foliage for the level.
Next is the king fern.
This is basically a giant fern, which would add more medium coverage. I could
also use these textures to make smaller ferns for ground coverage.
For the vines there is a
type of plant called liana. These are vines that grow out of the ground, and up
trees.
For a splash of colour,
I’m going to use orchids. They originate from that region of the world, and if
I need some colour they will be very good.
I’ll be sorting out the
tri budgets for everything in my next post, as well as showing my progress on
my block out. I’ve been sculpting a basic rock texture for the cliffs so it
looks less bare, so I’ll post that as well.
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