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created [CE3] Fort Highness & Valley
on 03-07-2011 01:42 PM
Last edited by ParoXum; 12-20-2011 at 01:08 PM..
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, polycounter,
870 Posts,
Join Date Feb 2009,
Location Belgium
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Do it!) I'm excited to see more stuff from you Vincent.
No ideas from me so far. Just curious to see you inspirations, to know more what what you're shooting for.
cheers
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, dedicated polycounter,
1,419 Posts,
Join Date Jan 2008,
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You should consider posting your inspirational images & reference as well as any color studies you might have in mind 
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, spline,
146 Posts,
Join Date Mar 2011,
Location California
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If I reply to this thread it becomes bolded so I can quickly find it again.
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, veteran polycounter,
3,304 Posts,
Join Date Oct 2004,
Location Denver, CO
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Deff. following. Good start.
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, polygon,
551 Posts,
Join Date Nov 2009,
Location Melbourne, Australia
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Cool idea but.. It does seem really similar to your other environment. Wouldn't it be more beneficial to work on something else?
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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can't wait to see this project's progression
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, triangle,
270 Posts,
Join Date Sep 2008,
Location Los Angeles, Ca,USA
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I think the brown elements are a bit disorganized. There's also no significantly sized open area. I think if you arrange the brown a bit more neatly along the walls it should fix things.
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,253 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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Snader: Indeed, the little houses in the court are messy at the moment. I plan to lay them out properly after I get a first walk into it with UDK. I should export the blockout soon.
XRevan23, jimmypopali: Thanks, always good to hear interest!
PogoP: It is indeed similar, but at work we work on modern/urban era environments withs Crysis2 and I really dont want to do more urban when back home if you see what I mean. I did some sci-fi like for the Beatemup contest and didnt want to go for it again neither  I'll try to make it different from Helms Deep as much as I can in multiple aspects!
cholden: Cool to see you around. How does this bolded title stuff works? I don't seem to have this in my own polycount.
Mr_Paris, d1ver: just edited the first post with some inspiration, tho it'll take the full potential when I reveal the terrain blockout.
I should get the broadband on Thursday so this should speed up my process grealty. 
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, polycounter,
870 Posts,
Join Date Feb 2009,
Location Belgium
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Looking forward to this Mr Paroxum, from the inspiration reference I can see how this may turn out knowing you and your work so far, very exciting.
On a side note how is Nottingham ;)?
Portfolio Grind 2013
Working towards employment
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, triangle,
401 Posts,
Join Date Feb 2010,
Location United Kingdom
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subscribed... again...
curse you!
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, polycounter,
865 Posts,
Join Date Jan 2009,
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Nottingham is nice currently, it's been sunny for three days in a row, quite impressive for UK weather.
I finally have broadband at home, time to start doing kick ass stuff.
What you can see here is first tests of the block-out terrain cliffs and castle, I still have to model the path to the fortress, which will be easy with soft selection and stuff. Everything's temporary still, but this gives you a better sense of scale hopefuly 
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, polycounter,
870 Posts,
Join Date Feb 2009,
Location Belgium
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Yep, i can see this being really, really cool.
You going to drop it into Cryengine?
Anyway, ive subscribed.
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, triangle,
429 Posts,
Join Date Oct 2010,
Location Nottingham, UK
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Looks like a good start. I'm digging the rocks so far. I hope this ends up as badass as Helm's Deep was. Good luck!
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, dedicated polycounter,
1,412 Posts,
Join Date Feb 2010,
Location Champaign, IL USA
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Nice work Paroxum! How are you going about making your terrain?
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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Awsome! Will follow this for sure!
Btw can we have a closer shot of it? thanks!
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, spline,
131 Posts,
Join Date Mar 2010,
Location Sweden
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Looking good so far. Are you using the latest UDK? They put tessellation and the new terrain system into the newest version, so it should have what you need.
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, card carrying polycounter,
2,317 Posts,
Join Date Dec 2007,
Location Fremont, CA
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Oh, god, yes please!
Loved Helm's deep. Can't wait for more.
[Edit]: Just checked out your portfolio. Man, I love it all.
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, polycounter,
1,105 Posts,
Join Date Dec 2006,
Location Los Angeles
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Quote:
Originally Posted by Swizzle
Looking good so far. Are you using the latest UDK? They put tessellation and the new terrain system into the newest version, so it should have what you need.
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I was thinking this when I saw the terrain, although he did use a static mesh for the terrain in his LOTR piece, this could always be zbrushed/mudbox'd.
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, polygon,
551 Posts,
Join Date Nov 2009,
Location Melbourne, Australia
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Thanks guys for the cheering me up,
I've got a good and a bad news:
The Bad: I'm probably going to enter the BRAWL contest enviro comp.
The Good: I'm probably going to enter the BRAWL contest enviro comp!!!
So in the meantime I'll put this on hold, it's not like it's not going to be finished. I'll come back to it. Which is a good thing since tessellation is pretty fucked up on the UDK at the moment anyway.
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, polycounter,
870 Posts,
Join Date Feb 2009,
Location Belgium
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I had a feeling this would happen! It is GOOD NEWS! Go get your brawl on! 
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, dedicated polycounter,
1,610 Posts,
Join Date Oct 2008,
Location UK
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oh man! the mountain looks so good! can you please explain how you achieved that really good rocky looking effect in zbrush, i'm amazed!
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, spline,
139 Posts,
Join Date Aug 2010,
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mixeh, using a combination of claytubes/planar and custom alphas.
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, polycounter,
870 Posts,
Join Date Feb 2009,
Location Belgium
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thanks paroxum! you wouldn't be able to post a screenshot of your settings would you :$, i'm trying my hardest and I can't replicate it, it's more square and chiseled, and not so lumpy... arghhhh
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, spline,
139 Posts,
Join Date Aug 2010,
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mixeh, use it in combination with the smooth brushes.
Long time no update in this thread, I decided to dedicate one day to the DX11 tests for this piece, as it's going to be an important feature of it.
Made my way through the still buggy UDK tessellation and was able to get this:
Pics straight from the editor, as you can see, there's the famous UV seams that come with displacement, and that's not sexy.
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, polycounter,
870 Posts,
Join Date Feb 2009,
Location Belgium
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