BARDLER
Member
I figured it would be cool to share with you guys a start finish video game environment. What exactly goes into it, planning, and all that fun stuff. Most gamers don't have much of an idea on the behind the scenes action so I would though I would show you guys what I do.
First is planning. I picked this reference which is from Elder Scrolls. Painted by Jeremy Fenske
Reason I picked it is because I want to focus on tileable textures, vertex blending, and foliage. This concept has everything I need. It is extremely important to work from some kind of reference or plan so you can avoid problems later on.
From there I break it down.
I point to everything I need and the different assets I need
After that I find supplemental reference which is other pictures or art to base my assets off of. Lots of castle images, foliage, and stuff like that.
Next I do a block in to get a sense of size and scale. This helps me start to visualize the concept and get a sense of space.
I made a couple tileable stone textures. One clean and one mossy so I can blend between the two.
These are tiled 6 times each, and were intended to be the wall but I don't think they are going to work.
I threw them into UDK with some basic blocks to get a sense of what it will look like in engine.
The problem is that the texture is to small scale and is more fitting for a small building, not a beefy castle wall. I need to make a different texture that has larger, chunkier bricks.
This is what I did this weekend. I plan to slowly crank away on this over the next 4-5 months and hopefully have this done by January. I will be posting updates as I work.
First is planning. I picked this reference which is from Elder Scrolls. Painted by Jeremy Fenske
Reason I picked it is because I want to focus on tileable textures, vertex blending, and foliage. This concept has everything I need. It is extremely important to work from some kind of reference or plan so you can avoid problems later on.
From there I break it down.
I point to everything I need and the different assets I need
After that I find supplemental reference which is other pictures or art to base my assets off of. Lots of castle images, foliage, and stuff like that.
Next I do a block in to get a sense of size and scale. This helps me start to visualize the concept and get a sense of space.
I made a couple tileable stone textures. One clean and one mossy so I can blend between the two.
These are tiled 6 times each, and were intended to be the wall but I don't think they are going to work.
I threw them into UDK with some basic blocks to get a sense of what it will look like in engine.
The problem is that the texture is to small scale and is more fitting for a small building, not a beefy castle wall. I need to make a different texture that has larger, chunkier bricks.
This is what I did this weekend. I plan to slowly crank away on this over the next 4-5 months and hopefully have this done by January. I will be posting updates as I work.