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    Default Game Art Environment - Tristram Tunnel Test

    Hi everyone. Ive followed these forums a long time and have learned as well as been inspired by many of the talented artist out there. This was a test I did to push myself to really integrate Zbrush into my environmental art pipeline. My goal was to build a construction set based off of a piece of inspiring concept art. The piece I chose was one by Victor Lee of Blizzard Entertainment (Diablo 3). Here is the original concept:

    ZBC1.jpg
    TristramTunnelsConcept.jpg

    I tried to really capture the essence of the concept while keeping things as optimal as possible for memory since this is all real time. Everything that you see was sculpted and polypainted in Zbrush, then exported out to UDK. All of the following shots are screen grabs right out of the UDK level itself.

    1.jpg

    2.jpg

    3.jpg

    4.jpg

    5.jpg

    6.jpg

    7.jpg

    8.jpg

    9.jpg

    10.jpg

    I will post a video flythrough soon and also some individual asset progression shots that further breaks down my process. Thanks for looking!

  2. #2
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    Great work! I look forward to seeing more.

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    AWESOME, and also VERY INSPIRING..

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    Great work!!! waiting to see the video!
    Gustavo Profeta

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    Semper Fidelis!

    John D Hosch
    WIP: Rexxar, Champion of the Horde

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    looks atmospheric! good job!
    nosce te ipsum!

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    Amazing Job ! how to you send zbrush to Udk ?

  8. #8

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    Darkrusader,

    This is really nice. I like the mood and setting. Dungeon stuff is always interesting to me. I think you did a good job translating the concept into an Unreal map. Good show!

    This is especially attractive to me because I am considering doing the same thing for my next project (Zbrush~Unreal). Although I have not come to a solid conclusion of what type of map I want to make.

    Thanks for the inspiration

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    the overal image looks pretty cool, but I think a couple of touch-ups would make it a lot more finessed

    I think the concept has a bit lighter mood to it than the unreal shots The unreal shot is very dark and the entire emphasis is on the door, while in the concept it's the entire room and different parts are lit out, not just the door.

    Also in the concept the room seems more spacey, while in the unreal shot everything looks quite small. Some of the rocks and also the mushrooms seem very big compared to the other pieces, working a bit more on the scaling might make them look a bit more real, especially the mushrooms

    some of the parts are a bit too "z-brushy" In the concept the stairs in made of rough broken stone while in the unreal shot it looks smooth and... very plasticy imo, also the colour map seems really basic, there could be a lot more detail and interest in there

    Hope that helps

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    Thumbs up

    WOW that is nice. I am currently trying to do similar, except with Unity 3D engine. I just just cant seem to get an idea for a theme.

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    Arrow wow

    Wow.
    That is awsome. I really want to play that level
    How "dense" is the scene? Will you share a untextured screenshot from UDK?

    Looking forward to the video

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    Reminds me of the famous painting, 'The Scream", by the Norwegian artist Edvard Munch. Nice.

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    OMG i want to take my barbarian and explore the whole dungeon! Very good work with the colors the lighting. Want to see the video too!
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    Very VERY nice!
    Throw is some fog and I'm there!

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    Thanks for the feedback guys! Im going to work on some tweaks tonight based on it. In the mean time, here is a fly through of the area as it is right now. Its a little easier to get a sense of scale with a moving camera. I also have the default robot guy from unreal standing by the stairs for further scale reference. Thanks again, and ill post more on this later!

    http://vimeo.com/12013685

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