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Author   Topic : "Unreal 3 MOD Concept Art"
Gotnospoons
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Joined: 09 Aug 2007
Posts: 124

PostPosted: Tue Feb 19, 2008 3:26 pm     Reply with quote
Hey everyone, its been a while since I posted here. Keep in mind I am not a concept artist but a 3d modeler, texture artist, and lighting. The reason I am doing this concept piece is I am on a MOD project for school with a team of 7 people all of which are modelers so I decided to take up the challenge of creating the concept of this unreal 3 tower that is a main piece of the game.

I will be posting more updates as I go.

This is about 4 hours worth of work. Any insights or crits or more than welcome!

Thanks!

The 3dmodel I had to work from


My Concept


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Rayph
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Joined: 13 Jul 2007
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PostPosted: Tue Feb 19, 2008 4:48 pm     Reply with quote
I can understand your pain as a 3dmodeler trying to tackle concept. So I noticed a few things in terms of process that I feel you may be struggling with. Also I am going to mention design a little but nothing in depth, although I suggest while working on this think more to yourself of practicality, what is this structures function? Also referencing anything in life that may have some common relation to this.

- Personally I would relax on the texture brushes, they are working against you at the moment as it impedes your edge control which is critical in relaying the information of your image.

So here is a quick paintover (excuse the sloppiness).



Basically what I want to concentrate on is laying out your forms a little more simpler and really keeping your contrast/value in mind all the while. For most people I recommend working in greyscale and then adding a color wash at the end to simply relay your idea across. Value is everything in your painting and color is merely gravy.

-I tweaked the perspective a little bit, you always want to keep in mind your shots even if you use 3d to block things out. Nothing wrong with setting a camera with some forced perspective to really play up the angle and force some depth in your image.

A few notes on the design thus far

-I really am a little lost as to the structures purpose other than being a bridge and possible resource miner of some kind.

-Your scale is hard to identify so for just an example I added a couple roadways on the top just for fun. Although as I said earlier always keep in mind the structures intent for whatever context it may be.

-The glowing light beam in the middle really doesn't make any sense, especially if it's a bridge (would you build something in the middle of your travel path?)

-The mountains around the structure need a bit more organic and natural shape to them in order to contrast the hard edges of the mechanical structure.


So overall in recap some key pointers:

-Think of bullet points, referance/study/design before moving forward to painting

-Trying working from greyscale to color, in general desaturated>saturated as the painting progresses. Also going from a large to small brush through the process.

-Avoid using alot of texture for the moment, once again just concentrate on the form and not the details.


Overall though lots of effort, keep it up Smile
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Gotnospoons
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Joined: 09 Aug 2007
Posts: 124

PostPosted: Tue Feb 19, 2008 5:26 pm     Reply with quote
Thanks dude, awesome crit. Yea it was my real first time trying to texture and I noticed I went overboard. I will fix it. Your paint over is much better. I think part of my scale problem is the metal grate texture I used on the top, it is way too big. All in all I will take your crit into application on my next round.

P.S. The point of the blue light is for game play purposes. That bridge is fairly big and that light would not pose much of an issue. The reason for it is so players can see it from a distance to navigate to the bridge where all of the vehicles are.

Thanks again
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Gotnospoons
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PostPosted: Wed Feb 20, 2008 1:57 pm     Reply with quote
Is this more of a step in the right direction?


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