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barnesy
02-07-2011, 09:45 PM
Hey guys I have decided to create a Dwarven environment based on this beautiful piece of Warhammer concept Art.

http://mythicmktg.fileburst.com/war/us/home/images/conceptart/112006_cart_17.jpg

Here is the blockout of the scene. I am currently in the process of sculpting one of those giant head fountains. I will post that up as soon as it is finished.

http://i676.photobucket.com/albums/vv125/barnesy35/dwarve.png

shrunkendesigner
03-09-2011, 11:51 AM
I can see what your doing and think your doing a great job so far. Keep it going.

barnesy
03-12-2011, 10:33 PM
Thanks :)

http://i676.photobucket.com/albums/vv125/barnesy35/dwarveenvironment.png

Here is a update showing the texturing progress. I have also setup a simple lighting solution so that I can play with the temeperature balance.There is still loads of work to do , I think setting up the larve , flowing water and smoke etc will be the most challenging stage.

ptitbiscuit
03-13-2011, 01:29 PM
Hi Barnesy!


This looks great!

It would have been amasing to sculpt the walls as on the concept art!
It would bring so much more details to your texture ;)

I prefer the first version for the big door.
I think your picture is too heavy with this right part of the door.
Having a big hole on the right part like in your first screen and in the concept art seems much more interesting for composition.

Maybe the 1st image is better too for composition because we don't see the top of the ark.
It gives a much more intensive feeling of immensity =)

Your dwarves head are realy amasing!

Waiting for updates!

barnesy
03-15-2011, 12:44 AM
Thanks for the feedback guys.
I have played around with the composition some more , and it seems to be looking allot better. By widening the archway it has added a real sense of scale to the scene.

As for the scene lacking straight and percise edges , I am trying to make it look like worn out ancient mine. I am trying to stay away from the primitive shapes. I also am trying to add some realism to the scene by using photo manipulation over hand painting. This is also because it is for a uni module and we are very rushed.which sucks :(

I understand that I need to play around with some of the color levels with some of the textures aswell as they are looking very burnt out in areas. The ramp is also a brown colour which doesnt fit in with the rest of the scene so that will need to be changed.

http://i676.photobucket.com/albums/vv125/barnesy35/pic1.jpg

http://i676.photobucket.com/albums/vv125/barnesy35/pic2.jpg

http://i676.photobucket.com/albums/vv125/barnesy35/pic4.jpg

http://i676.photobucket.com/albums/vv125/barnesy35/pic3.jpghttp://i676.photobucket.com/albums/vv125/barnesy35/pic2.jpg

barnesy
03-18-2011, 01:43 PM
I managed to have a play with some cascade magic last night and heres the result.

I need to adjust the smoke and steam. I also want to add more of a splash effect tot the waterfalls.

I need to find out some way of making light emit from the flames so that it flickers :s
Im pretty sure I seem light come from an emissive map, or through kismet with a animated light

http://i676.photobucket.com/albums/vv125/barnesy35/zbr.png

Matroskin
03-18-2011, 10:18 PM
I would suggest that you don`t worry about splashes/fire etc yet. Its still a long way to go b4 u can touch that aspect. If u will keep going like that u risk to get too far into the process with many stages of creation being mixed and their sequence messed up. Then, it will be hard to look at all that clearly and find out whats wrong.
U really need to address modeling and texturing at this stage. Right now the architecture is bit too simple and not really interesting (especially the huge arches), and textures are inconsistent.
Usually the level (as any game asset i guess) should look good at any given stage, e.g. no excuses like "oh, texturing doesnt look that good but its ok ill fix it with lighting" etc.
So the good way would be to go back and split everything into 2 "purified" revision stages:
1) untextured gray shaded geometry - add/tweak it untill it looks interesting enough even without lighting/textures;
2) unlit mode - textures fullbright. See if colors/brightness is balanced and consistent. Does it looks good enought even without depth/lighting?

When u will have `yes`answers to those questions u can proceed to lighting and olny then - to particles ;)

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03-18-2011, 10:18 PM
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