So I started doing some simple things just to kinda test run a pipeline and I ended up getting a bit carried away. I'll be back on concepting things soon.
Shields. Two sizes, which reminds me to post my weapons size chart when I finish the last one.
The tower shield is called The Ghost Hull. I wanted them to look really really solid. The first few designs I did had the bladed edges like most of the weapons but it made them feel flimsy. I ended up going for the more "bashy" look of the mace. One more weapon (maybe two, I really like making tons of work for myself) to go, then on to the vehicles.
Simpler design for this one. I think in total there will be 6 weapons, 2 shield, 2 vehicles, and 2 soldier types.
An enormous amount but I think it's worth doing. I've been having a lot of fun painting these.
Concept for one of the many weapons that will be scattered around the tower. One of the reasons I've been really excited for this project is that it gives me a chance to create an array of quicker assets with a general goal/style/color palette in mind.
This is scene I've wanted to do for quite some time. It's based off a Samurai Jack Episode: Jack and The Three Archers. I've already done some production art for the scattered armors, weapons and rock formations. I'll post them when I gather them all together.
So I've gotten a couple of questions regarding the materials that I used for this project.
The materials are very, very standard as UDK goes. Screen cap below.
So to give a basic overview I have a diffuse with a reflection lerped into it and basic normal and spec with some control values for instances.
Most every object uses this set up with exception for the glass eyes, sky and other odds and ends.
As far as the ink on the object silhouettes I'm using the sobel edge detector posted on the UDN website. http://udn.epicgames.com/Three/DevelopmentKitGemsSobelEdgeDetection.html
Most of the look and feel is obtained through texturing and lighting.
If anyone else has any questions please ask in the comments!
So, I'm pretty happy with how this came out in the end. I ended up removing a few assets that I had made because the scene was starting to feel cluttered. The texturing style of Borderlands is one of my favorite styles to paint so I had a lot of fun doing this piece.
I did a simple day and night matinee system to go with it.
Nothing too complicated but I like the see how environments transition though different lighting.
Also a very special thanks to all my friends who helped me on this one with ideas and critiques. Especially
Marisa Ainsworth
Josh Dampman
Udell Infante
Marcel Mercado
and Uber-props to Sean Couture for those sweet sweet graffiti he made for me.
I'll have more shots of this one in the completed projects section.
The Edge shader is destroying my poor antennae in the background.
I have a few more props to make here and there. I need to do a some foliage and some extra terrain materials/meshs as well.
I kinda don't like the awnings right now, but we'll see how I feel later.
So tiledshot basically kills my sobel edge detection since it's based off the screen resolution.
I have a bunch more textures to do but all the big ones are done. After all this is set up I would like to do a sky matinee for the scene and make a video of the lighting changes.
Did a quick test to see how some of the finished materials would turn out in UDK. I'm about 75% done on the textures but I didn't feel like bringing a lot of them in for time reasons.