Concept Art & Mockups - Aquatic Ruin Mockups Needed!! Share & discuss all concept art and project mockups
#1337
Posted 22 February 2010 - 05:30 AM
You have no limits to interpretation of concepts, however I must say to be not particularly fond of textures (except extremely subtle) as they tend to clash with the cartoony feeling too much.
Oh, and speaking of level concepts, Guys we really have little of Acquatic Ruin zone!
Oh, and speaking of level concepts, Guys we really have little of Acquatic Ruin zone!
#1339
Posted 22 February 2010 - 04:38 PM
When it comes to zones that we've said repeatedly that we want concepts for, I don't think you need to ask. Let's see what you have in mind MDM.
#1342
Posted 22 February 2010 - 05:54 PM
I think you're confusing Maya with CAD, an architectural drafting program. Maya is a full 3D package like 3Ds Max, Softimage, Cinema4D, Lightwave, and many others.
#1344
Posted 23 February 2010 - 09:36 AM
You have no limits to interpretation of concepts, however I must say to be not particularly fond of textures (except extremely subtle) as they tend to clash with the cartoony feeling too much.
Ugh... facepalmajpegthat damn texture was a quick placeholder for a more polished, handmade version. Read my post again : (
#1345
Posted 23 February 2010 - 09:57 AM
You have no limits to interpretation of concepts, however I must say to be not particularly fond of textures (except extremely subtle) as they tend to clash with the cartoony feeling too much.
Ugh... facepalmajpegthat damn texture was a quick placeholder for a more polished, handmade version. Read my post again : (
I think he was announcing that to everyone, not as a reply to your post. As I didn't see any quote in his post. And I didn't find your post either.
This texture business really should be a decision rather sooner than later. Some people want to put dirt onto the surfaces of objects. Other people want to put dirt onto level surfaces and real organic things like trees.
I see texture as "dirt" over a design to make it more realistic, as if the Sonic 2 world had a real weather and the environment had existed for a long time.
We don't know the time span of Sonic 2, but from what I can tell, the game is pretty much indicating a new environment created over a very short time.
Then we have the whole cartoon style to think about. It is not easy to define Sonic 2 in HD.
A few simple rules to follow though:
- Pespective being kept orthographic 2D, with vertical axis allowed to be distorted while horizontal axis is kept flat perpendicular to a flat vertical line (Eggman's GHZ ball in Sonic 1).
- Primary light source coming straight from above, but adjusted to come from the direction of the the camera (Eggman's head spot light reflection).
#1346
Posted 23 February 2010 - 02:13 PM
If a Grounder busted through a wall, it might possibly look like this:
3D:


2D:

And here is only the wall:
3D:


2D:

3D:


2D:

And here is only the wall:
3D:


2D:

#1347
Posted 23 February 2010 - 02:19 PM
So one day God came to Earth and said "MaximusDM, I give you the skill to make awesome things in 3D so you can share them with the whole world".
'nuff said.
'nuff said.
#1348
Posted 23 February 2010 - 03:55 PM
Indeed!
Theres some odd aliasing on some shadows though.
Is that Blender? normal maps?
Theres some odd aliasing on some shadows though.
Is that Blender? normal maps?
#1349
Posted 23 February 2010 - 04:07 PM
I use Maya, I've never used Blender.
Most of the weirdness is probably my fault as I manually moved around UV mapping on some blocks because I couldn't figure out a way to randomize the bumping mapping UVs because all the blocks looked exactly the same.
Edit: Just to add, I didn't actually do these to the scale that they are in the game I just did it by eye. And looking at it now, you can see they aren't as long as they should be. I didn't really want to get into all that because making foliage would be some serious business that I wasn't about to jump into.
Most of the weirdness is probably my fault as I manually moved around UV mapping on some blocks because I couldn't figure out a way to randomize the bumping mapping UVs because all the blocks looked exactly the same.
Edit: Just to add, I didn't actually do these to the scale that they are in the game I just did it by eye. And looking at it now, you can see they aren't as long as they should be. I didn't really want to get into all that because making foliage would be some serious business that I wasn't about to jump into.
This post has been edited by MaximusDM: 23 February 2010 - 04:27 PM
#1350
Posted 23 February 2010 - 04:21 PM
MaximusDM
Your contributions to this project are amazing. I really am feeling the look of this game with the art you are doing.
Your contributions to this project are amazing. I really am feeling the look of this game with the art you are doing.


