Another progress update. I have started textures for the corridor area, and so far have completed diffuse and normal (via high poly models) maps for the main parts of the corridor. I will next crate spec maps and finish up the doors at the end of the corridors. Hopefully the influences from the new AD are starting to come through.
Friday, 17 May 2013
Tuesday, 7 May 2013
Underwater Station Update 1 [CG/Game Dev]
Just a quick update now that I have now completed block out for all objects in the level.
A quick word on art direction for the level too. After chatting with my tutor I have decided that textures for the environment will look different to the concept as the concepts have a very generic Sci-Fi feel and this style is very common. To make the final piece hopefully stand out we thought that a much cleaner style would work well. Some inspiration for the look and feel is coming from games like Mass Effect and Deus Ex: Human Revolution and the film Oblivion.
Here is a small sample of some new references that I have collected. This style is much cleaner which lots of use of white and grey with an accent colour to highlight areas.
A quick word on art direction for the level too. After chatting with my tutor I have decided that textures for the environment will look different to the concept as the concepts have a very generic Sci-Fi feel and this style is very common. To make the final piece hopefully stand out we thought that a much cleaner style would work well. Some inspiration for the look and feel is coming from games like Mass Effect and Deus Ex: Human Revolution and the film Oblivion.
Here is a small sample of some new references that I have collected. This style is much cleaner which lots of use of white and grey with an accent colour to highlight areas.
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