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Thread: [CE3] Fantasy Courtyard Environment

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    Senior Member sarge mat helped out a few members Reputation: 11 sarge mat's Avatar
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    [CE3] Fantasy Courtyard Environment

    Just started work on an environment based on this concept. Going to be focused on improving my texture work and producing as much of the art work my self as possible. I discovered something I maybe should have a year or two ago, that I would much rather be an environment artist and make interesting worlds and game art rather than level design. So Recently started working on 3D modeling again and I am slowly picking it up again.

    Anyway got the first screenshot below. All the main stuff blocked out so far, going to see if those main walls can remain BSP and if I good texture + normal will be enough. Then break the massive space up with thin supports you can see in the concept. Also the concept is a bit apocalyptic I am going for a more Fantasy, shadow of the colossus type theme. So the modern vents you can see along the bottom of the walls will be of a different nature and purpose.


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    Senior Member White Paper Games helped out a few members Reputation: 19 White Paper Games's Avatar
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    I like the verticality of that concept image. It draws you in and down. I think you may possibly have this space a little too wide, creating more of a square rather than a rectangle. I think the height is cool but you might want to bring the left side of the walls further in. Cool project idea though

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    Moderator Smog helped out a few members Reputation: 35 Smog's Avatar
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    If you're going for an acurate representation of the concept image then I think the dimensions are OK as they are. Do you have any ideas of how you are going to populate the scene? I'm looking forward to seeing this develop.
    Alex Shaw

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    Senior Member sarge mat helped out a few members Reputation: 11 sarge mat's Avatar
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    Cheers guys.

    I pulled in the left side a tiny bit but not too much think I have it pretty well spaced out now. Spent quite a bit of today working on tiling textures for the main walls. But posted an update on the layout below. Also need to work out my timescale for this project, how much time I am going to allow for it. I have been thinking a lot about something Alex said in an article at the start of the year about how tasks grow to fill the time given and its very true.

    @Smog Thinking about some sort of large tree to the left the concept shows some long grass in that area before it cuts so that gave me an idea to have a really really overgrown area. Also quite a bit of junk around the edges at the back so will make that a feature as well. I want it to be interesting junk that fits though.

    I think that corner angle can make it look a bit bigger than it is. Will post a straight on shot at some point too.


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    Senior Member sarge mat helped out a few members Reputation: 11 sarge mat's Avatar
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    Long way to go with the texture yet but I started on something today. Based on a method I picked up from a 3d motive tutorial.


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    Senior Member sarge mat helped out a few members Reputation: 11 sarge mat's Avatar
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    Senior Member sarge mat helped out a few members Reputation: 11 sarge mat's Avatar
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    Still a lot to do, its in that slow limbo stage I hate at the moment.


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    Junior Member Wibber has no reputation around WoLD yet Reputation: 5
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    Can you give some shots from another perspective?
    Either way looks pretty neat by now, only thing is the sand looks too yellow in the light.

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    Senior Member White Paper Games helped out a few members Reputation: 19 White Paper Games's Avatar
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    Still feels to me like that perspective is off and the back wall should be brought in a little bit you're making some cool progress I really like the idea of this project!

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    Senior Member OhSnap helped out a few members Reputation: 32
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    Texture tiling is really obvious on large unbroken areas like those walls. Hope you've got plans to break up the surface area a bit.

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    Senior Member DevinSherry helped out a few members Reputation: 13
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    You can use foliage and decal materials of dirt and grime to break up the texture tiling pointed out by OhSnap. This would give the back wall a more natural, overgrown look like in the concept. Looking forward to seeing some more progress!

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    Junior Member PeteH has no reputation around WoLD yet Reputation: 0 PeteH's Avatar
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    Nice, but like DevinSheryy said the texture needs to be broken up a bit. Tried decals? or some plant meshes?

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    Senior Member sarge mat helped out a few members Reputation: 11 sarge mat's Avatar
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    Cheers guys, yea planning to use decals but also thinking about sculpting the walls in Zbrush so I could all like big cracks in the wall and more places for sand to pour down over the top.

    The vision is for massive sand dunes in the distance and some piled right up against the top of the walls. I need to look at the desert stuff in Uncharted 3 I think.

    Cheers for all the thoughts guys I always feel comfortable posting early stuff on world of level design

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