architecture concepting

Modelling, Textures, Animating and other general engine asset topics.

architecture concepting

Postby marks on Sun Jun 26, 2011 11:39 pm

90min speedmodel, first pass architecture concepting

Needs a lot more work to go, but I started late today and I gotta be up for work in 6 hours. The aim is to blend Neoclassical Doric and Ionic styles into a minimalist form. The larger architectural forms need to be worked out still, mostly working on the pillars and balusters today.

Image
Image
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: architecture concepting

Postby TicTac on Mon Jun 27, 2011 4:35 am

blend Neoclassical Doric and Ionic styles into a minimalist form.

Makes me imagine Howard Roark tearing his hair out :P

Anyway, it looks pretty good. Maybe do something to make the columns and arches less repetitive, but for 90min in that looks like a solid start
Competent Level Designer, 3D Artist.
I don't really look like my avatar
User avatar
TicTac
Veteran
Veteran
 
Joined: Sat Aug 02, 2008 1:30 am
Location: Philadelphia

Re: architecture concepting

Postby shawnolson on Mon Jun 27, 2011 3:46 pm

I think it's nice. I'm fine with the geometric repitition as that is common in real architecture. Of course if its going to be a ruins then maybe some Rayfire :) If not, then, then keep going this way. The repition can be broken with the backdrop/sky/people, etc.
__________________________
Shawn Olson
Product Owner -- Autodesk 3ds Max
Developer of Wall Worm
Technical Artist for Black Mesa
User avatar
shawnolson
Regular
Regular
 
Joined: Tue May 26, 2009 11:18 pm
Location: USA

Re: architecture concepting

Postby marks on Mon Jun 27, 2011 7:05 pm

Got home from work, decided the scales were way the fuck off. So I beefed up the pillars a bit, larger arches, messed with the scale of some of the detailing. I mocked up some gameplay cameras aswell and the first thing I noticed was the stairs look too steep. So thats definitely going to have to be a consideration - staircases need to be long and shallow.

Image

mockup gameplay camera:
Image
Image
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: architecture concepting

Postby marks on Mon Jun 27, 2011 7:28 pm

Image
Image
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: architecture concepting

Postby PuLSaR on Mon Jun 27, 2011 8:24 pm

looks good but columns are a bit thin imo
User avatar
PuLSaR
Member
Member
 
Joined: Sun Jun 19, 2011 7:30 pm
Location: Russia

Re: architecture concepting

Postby marks on Mon Jun 27, 2011 8:59 pm

Even the newer ones?
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: architecture concepting

Postby marks on Mon Jun 27, 2011 9:47 pm

and I'm done for today:

Image
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: architecture concepting

Postby source-maps on Tue Jun 28, 2011 12:52 am

holy crap me likes
User avatar
source-maps
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Feb 09, 2007 7:50 pm
Location: The Netherlands

Re: architecture concepting

Postby Phraggah on Tue Jun 28, 2011 8:02 am

Very cool. Always nice to see people thinking about architecture. Looking great so far!
I'm not sure of the correct word for this but the groups of 4+ columns in super close proximity seem a bit too much. They seem too clustered to me. I don't have any suggestions to replace them right now though. Sorry!

I'm eager to see what kind of detail you put into the columns because right now they look bare! You've probably already done a quick Googling of your subject material, but the tapered columns on the left of this picture could make the scene more interesting if you're not going to texture them.

Vertical space is often the forgotten dimension in video games and I do really like the high roof. It really lets plenty of light shine through the columns to give it a very powerful impression.

Out of curiosity, what's this for? Just practice?
User avatar
Phraggah
Regular
Regular
 
Joined: Sun Apr 06, 2008 7:31 am

Re: architecture concepting

Postby marks on Tue Jun 28, 2011 8:41 am

Phraggah wrote:I'm not sure of the correct word for this but the groups of 4+ columns in super close proximity seem a bit too much. They seem too clustered to me.

I agree, but this is only a quick first-pass. Its goign to be iterated on a lot.

Phraggah wrote:I'm eager to see what kind of detail you put into the columns because right now they look bare! You've probably already done a quick Googling of your subject material...

Try months of style research :/ the whole point is to be bare and minimalist, at least for these basic forms. The details come later, the large forms are whats important right now.


Phraggah wrote:Vertical space is often the forgotten dimension in video games and I do really like the high roof. It really lets plenty of light shine through the columns to give it a very powerful impression.
High roof is a gameplay consideration - we need room for the top-down camera. It just happens to fit neatly with the style I guess.

Phraggah wrote:Out of curiosity, what's this for? Just practice?

viewtopic.php?f=46&t=34312
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: architecture concepting

Postby marks on Tue Jun 28, 2011 8:57 am

oh and I was livestreaming most of this while I was making it - you can find some recordings on my livestream channel under "latest videos" - http://www.livestream.com/marksn/
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: architecture concepting

Postby marks on Tue Jun 28, 2011 12:59 pm

lunchtime progress:
Image
User avatar
marks
Creative Assembly
Creative Assembly
 
Joined: Tue Aug 16, 2005 5:07 pm

Re: architecture concepting

Postby Jangalomph on Tue Jun 28, 2011 2:23 pm

Looks wonderful ^^
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
User avatar
Jangalomph
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Wed Jun 25, 2008 3:19 pm
Location: Sumter, SC

Re: architecture concepting

Postby Gary on Tue Jun 28, 2011 4:51 pm

Looks great, now import it to Source.

I joke, but I'm sure with a some optimizing it will look great in the UDK.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

User avatar
Gary
Interlopers Staff
Interlopers Staff
 
Joined: Wed Dec 16, 2009 12:40 am
Location: USA, FL
Next

Return to Art Creation

Who is online

Users browsing this forum: No registered users