I am going to be teaching a art work shop at my old college, AI SD about the wonderful world of creating environments utilizing modular assets and the trim textures they are created from. Trying to dispell the illusion that most games are created of uniquely unwrapped static meshes and show the power of trim textures. It will be in UDK.
Going to be keeping it simple as I need to focus on what I can teach in the time allotted as well as actually making the scene. So instead of wasting time concepting something myself I am going to use this sweet Halo concept (cant recall who did it) and will be making just the hallway part using 2 textures. For a normal envio I would of course use more, but for the sake of time and not confusing people I will limit things.
Figured I would make a thread here so that after the workshop people can go here and checkout a more indepth look at it.
Not much to show here at the start, but any good environment starts in the blockout phase so go blockout! The concept has a forced perspective that I am not sure how to achieve in UDK, so idk if I will be able to get that exact look it has. Then again, a concept is just an idea for your environment.
And also the textures I will be using. There just AO/Normals for now in case I need to change things when building the environment and keep myself from wasting time by fully texturing them now.