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Calling this done for now.
Moving on to my next project.
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, spline,
110 Posts,
Join Date Apr 2009,
Location Pasadena, CA
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tacit rules so hard
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, dedicated polycounter,
1,685 Posts,
Join Date Sep 2009,
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created My WIP WoW Environment
on 01-09-2012 01:18 AM
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, triangle,
258 Posts,
Join Date Jul 2011,
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Testing out some natural props for CE3.
This engine is a joy to work in compared to Source.
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, line,
67 Posts,
Join Date Apr 2010,
Location Sweden
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tacit: I want to have your art babies.
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, polycounter,
952 Posts,
Join Date Mar 2011,
Location Nottingham, United Kingdom
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Quote:
Originally Posted by Fewes
Testing out some natural props for CE3.
This engine is a joy to work in compared to Source.
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this looks awesome
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, polygon,
650 Posts,
Join Date Feb 2008,
Location Greater Los Angeles Area
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Fawes, this is looking great! Your grass needs some work because everything else rocks. Maybe shorten it some so it doesn't stretch straight up like that.
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
, polycounter,
1,169 Posts,
Join Date Sep 2008,
Location Seattle, WA
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Don't have words to describe how awesome you are guys!  I love polycount.
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, spline,
223 Posts,
Join Date Jan 2010,
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Quote:
Originally Posted by Haiasi
Did this for the Torchlight 2 concept art competition. Just got it done. Time for bed.

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Fucking EPIC!!!!! <3
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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Quote:
Originally Posted by Arthur Ramazanov
The Story: A man lost his family and is taking up necromancy in order to bring them back to life..So I tried to merge some aspects of the Undead city Brill and some Human buildings to kinda try and get the feel of a human transitioning into the dark arts.
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I love this! How modular is it?
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, polycounter,
1,208 Posts,
Join Date Aug 2010,
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Quote:
Originally Posted by Arthur Ramazanov
The Story: A man lost his family and is taking up necromancy in order to bring them back to life..So I tried to merge some aspects of the Undead city Brill and some Human buildings to kinda try and get the feel of a human transitioning into the dark arts.
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Good stuff! Really love the house. I think however that the ground needs some detail work.
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, null,
24 Posts,
Join Date Jun 2011,
Location Germany
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tree fin... i think?

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The trunk and leaves don't really fit together, Jack, trunk is all paintery while the leaves look like vector art
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, dedicated polycounter,
1,564 Posts,
Join Date Oct 2004,
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mmm, kinda true (there are brushstrokes on the leaves but I wanted them to be fairly solid so they can overlap and be used in various places easily)
There are 3 dark and 3 light clusters of leaves that have been copypasted/rotated to make that up, i was aiming to have solid shapes like;
http://dl.dropbox.com/u/814247/film_03.jpg (oga so good)
Not sure how to remedy it or if it really clashes that badly?
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Haiasi - "Oh hi my name is Haiasi and im FKN AWESOME!" dude amazing work.Saved that to my ref folder so quick.Keep it up man.What did you paint that in?
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, triangle,
399 Posts,
Join Date Nov 2010,
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More subtle variation in the leaves, your reference has quite a bit in the large blocks of colour, maybe make the tree less... smooth, don't hide the brush strokes as much as you are
http://timmaughanbooks.com/wp-conten...09/02/oga3.jpg I'd guess you've seen this, but it's a good reference for the tree
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, dedicated polycounter,
1,564 Posts,
Join Date Oct 2004,
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Quote:
Originally Posted by Sean VanGorder
spitty, that is fantastic, haha
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I agree. That frickin' rules!
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, triangle,
324 Posts,
Join Date May 2005,
Location Albuquerque, NM
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Quote:
Originally Posted by Akamo
Good stuff! Really love the house. I think however that the ground needs some detail work.
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yeah its still a WIP - still working on a few things to add to it
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, triangle,
258 Posts,
Join Date Jul 2011,
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Quote:
Originally Posted by WarrenMarshall
I love this! How modular is it?
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The windows - door - entrance way - building - roofs grassblades plants - trees are all separate objects - they are pipe shoved in there...I guess I should show a wireframe lol -
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, triangle,
258 Posts,
Join Date Jul 2011,
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now with 'tighter' buns...

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, spline,
146 Posts,
Join Date Nov 2011,
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Yep, it's a Monk.

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, line,
86 Posts,
Join Date Feb 2010,
Location Vladivostok, Russia
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Cross post from my thread:
Me again...
It seems that an environment is never truly finished, and as such I have:
- Added more intense light shafts in the water.
- Added a low-lying Fog Volume (as HeightFog actors can't stack on top of an ExponentHeightFog actor) to darken the scene the lower the camera is.
- Tweaked with lighting to create a more complimentary colour scheme with greener light shafts among other things.
- Fiddled with the character lighting on SkeletalMeshes to define them more.
- Use a SceneCapture2D texture to create a more realistic water surface as well as toning down its Bloom Exponent.
I experimented with Post-Process ColourGrading again, but it tended to wash out all contrast within the environment, which seemed to confuse the eye and draw attention nowhere.
I'm pretty happy with this, but then there is always something extra to fiddle with :P
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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Quote:
Originally Posted by EiGHT
Haiasi - "Oh hi my name is Haiasi and im FKN AWESOME!" dude amazing work.Saved that to my ref folder so quick.Keep it up man.What did you paint that in?
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Photoshop all the way. Sketched on paper, redid lines in Photoshop, then painted it.
I think I had about 10-12 hours in total on it.
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, polycounter,
1,169 Posts,
Join Date Sep 2008,
Location Seattle, WA
, triangle,
279 Posts,
Join Date Mar 2011,
Location Santa Monica, CA
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