So a friend brought to my attention that I should probably post my WIP project on here as well as Polycount, so here it is.
I came to the realization a while ago that my portfolio was entirely lacking in the environment department. So I went on the hunt and ended up deciding on actualizing one of concepts that Cory Loftis generated for Wildstar:
I'm hoping that I end up doing it justice. : )
Some goals I have for this project:
1) Generate a quality environment for my portfolio.
2) Get better at generating hand-painted tileable textures.
3) Various UDK learnins' (vertex color in engine, texture blending, particle effects, etc.)
There are others, but I feel like those are the primary ones.
I've generated a prioritized asset list for the scene (subject to change):
PRIORITY--1:
Terrain Textures:
Sand
Cracked Clay
Rock (same as monolithic stones)
Plants:
Palm-esque Bulb Tree
Palm Tree (combine or build this in conjunction with Palm Bulb Tree; build Bulb version, remove bulb for regular Palm version)
Red Flowers (primarily on bones)
Viney Red Fire Flowers
Medium Cactus
Large Cactus (huge thorns)
Rocks:
Large Monolithic Rocks
Small Rocks
Bones:
Skull Variant 1
Vertebrae Variant 1
Rib Variant 1 (scale and adjust to create multiple variants)
Other:
Skybox
Rocky Billboard (for background)
PRIORITY--2:
Terrain Textures:
Moss/Lichen
Plants:
Bare, Scraggly Tree
Spindly Cactus
Rocks:
Boulder Variant 1
Bones:
Skull Variant 2
Dorsal Spike
PRIORITY--3:
Terrain Textures:
Dirt
Rocky Dirt
Plants:
Small Yellow Ground Flowers
Small Tube Plants (next to fire flowers)
Small Bulbous Cactus (or modify medium cactus to use for this as well)
Rocks:
Boulder Variant 2
Bones:
Skull Variant 3
Rib Variant 2
Tail Bone
Other:
Wood Rope Bridge
With that asset list made, the first thing I did was block out each of the Priority 1 assets (the little rectangle on the right is player scale, I modified it a bit from the concepts established gargantuan scale):
From there I picked three assets to make first, a "small" asset (the large cactus, a "medium" asset (the bulb palm tree), and a "large" asset (one of the monolithic stones). On top of this I started noodling on the first terrain texture, cracked clay.
Here are the shots of the Large Cactus as of now:
Hi-Poly
Poly Paint
Low Poly Texture Progress
Low Poly in UDK
Textures
Palm Bulb Progress:
Hi Poly
Poly Paint
Low Poly in UDK
Textures so far...
I'm going to use the bottom right corner for the trunk tile. Similar to the set up I used on the cactus map.
Here is where I'm at on the terrain texture that I started
Haven't started on the large monolithic stone yet.
Still trying to work out a plan of attack since I've never tackled a huge rockface like that before.
Anyways, I just wrapped up my thesis artifact, so now I can dedicate more time to this project. : )
Comments and critiques are always welcome.
-Jordan
I came to the realization a while ago that my portfolio was entirely lacking in the environment department. So I went on the hunt and ended up deciding on actualizing one of concepts that Cory Loftis generated for Wildstar:
I'm hoping that I end up doing it justice. : )
Some goals I have for this project:
1) Generate a quality environment for my portfolio.
2) Get better at generating hand-painted tileable textures.
3) Various UDK learnins' (vertex color in engine, texture blending, particle effects, etc.)
There are others, but I feel like those are the primary ones.
I've generated a prioritized asset list for the scene (subject to change):
PRIORITY--1:
Terrain Textures:
Sand
Cracked Clay
Rock (same as monolithic stones)
Plants:
Palm-esque Bulb Tree
Palm Tree (combine or build this in conjunction with Palm Bulb Tree; build Bulb version, remove bulb for regular Palm version)
Red Flowers (primarily on bones)
Viney Red Fire Flowers
Medium Cactus
Large Cactus (huge thorns)
Rocks:
Large Monolithic Rocks
Small Rocks
Bones:
Skull Variant 1
Vertebrae Variant 1
Rib Variant 1 (scale and adjust to create multiple variants)
Other:
Skybox
Rocky Billboard (for background)
PRIORITY--2:
Terrain Textures:
Moss/Lichen
Plants:
Bare, Scraggly Tree
Spindly Cactus
Rocks:
Boulder Variant 1
Bones:
Skull Variant 2
Dorsal Spike
PRIORITY--3:
Terrain Textures:
Dirt
Rocky Dirt
Plants:
Small Yellow Ground Flowers
Small Tube Plants (next to fire flowers)
Small Bulbous Cactus (or modify medium cactus to use for this as well)
Rocks:
Boulder Variant 2
Bones:
Skull Variant 3
Rib Variant 2
Tail Bone
Other:
Wood Rope Bridge
With that asset list made, the first thing I did was block out each of the Priority 1 assets (the little rectangle on the right is player scale, I modified it a bit from the concepts established gargantuan scale):
From there I picked three assets to make first, a "small" asset (the large cactus, a "medium" asset (the bulb palm tree), and a "large" asset (one of the monolithic stones). On top of this I started noodling on the first terrain texture, cracked clay.
Here are the shots of the Large Cactus as of now:
Hi-Poly
Poly Paint
Low Poly Texture Progress
Low Poly in UDK
Textures
Palm Bulb Progress:
Hi Poly
Poly Paint
Low Poly in UDK
Textures so far...
I'm going to use the bottom right corner for the trunk tile. Similar to the set up I used on the cactus map.
Here is where I'm at on the terrain texture that I started
Haven't started on the large monolithic stone yet.
Still trying to work out a plan of attack since I've never tackled a huge rockface like that before.
Anyways, I just wrapped up my thesis artifact, so now I can dedicate more time to this project. : )
Comments and critiques are always welcome.
-Jordan
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