So here is a screenshot of the final line up of my assets that
made it into the level. Some were specifically designed to be
featured in the tavern, like the Longbows for example, however many
are designed to be not just used in the tavern courtyard but, spread
throughout the level.
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Normal/ spec maps not applied here: Smallest to
tallest, its been challenging and fun, plus Ive learned a lot.
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My main approach when it came to asset design, was first and
foremost, research research research. I believe that is one of our
main strengths as a group, that we have based our level and assets
off of historical references and documents. We really pushed the idea
of this being a Historical recreation, So that meant too much
creative license was a bad thing in our eyes...except for when it
came to things like the Bear tavern, which had only vague
descriptions and no obvious depictions, things like that required
smart concepting from the ground up.
I will leave individual renders for my design doc as there would
be too many to be practical right now. Overall I'm quite pleased with
them and its been exciting seeing each new object find a home in our
Southwarke remade.
I will note that its not been an easy ride, and there have been
many highs and lows, and many many late nights. But as a team we made
it in the end and I at least am still alive, that's what counts! Plus
everyone's work looks great and meshes really well together so I'm
very pleased.
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Normal/ spec maps not applied here: Smallest to
tallest, its been challenging and fun, plus Ive learned a lot.
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Here are some renders in 3ds max where I was attempting to
simulate the lighting we have in our level, but I was also
experimenting with idea's for my own personal presentation. I also
wanted to show the most recent assets I created. Those being the Oil
lamp, complete with particle Flame and the wooden tankard. Plus a
poster I made advertising the Bear tavern and its in house
musician for the night...
One of the things I was very keen on since the beginning was to
have immersive audio playing from the tavern to draw the player to it
and add interest because it is our key assets. Liam and I both worked
together gathering appropriate sound files to use in our level. While
I focused on the tavern area, music and animal sounds, Liam gathered
ambient environmental sounds and anything else needed then worked his
magic getting it all synced and working in game. I have to say it was
a real halleluiah moment for us because we knew the sounds would add
that extra level of depth to our level and they have turned out
great!
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Floating lights will have lanterns housing them.
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The bear tavern sign I painted
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In some of my earlier research I used examples of lighting found
in Skyrim and that has definitely influenced my goals for the
lighting in our level, Especially the Tavern, because it needed to
feel warm and welcoming like a public house would. And Skyrim pulled
this off really well, for example:
This must be a similar time of day to our level and It looks
really nice, the only problem is it is very shadowy and much of the
saturation has left the textures, so in order to showcase our hard
work, we opted for a slightly warmer, brighter night, and used many
artificial light sources like lanters and braziers. Both of which we
found to be historical accurate, with room for some debate of
course...
Ill finish up with another two early renders in Max where I was
testing lighting, arranging some of my assets into the courtyard and
making sure all the texture maps worked correctly. I've decided I
love orange glow! 0.0
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Side view down alley and back entrance.
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A view from part of the courtyard.
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Peace.
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