Naturally this sort of idea progression lead towards looking at musical equipment and their practical applications. Thanks to Red Tape Studios in Sheffield, I was able gather an invaluable source of photographic materials.
As a result of deciding a final concept and before constructing my own vision if it, I had to develop my technical understandings of how I could go about creating a large-scale cityscape, or at least, the impression of one. At this point, understanding contemporary gaming mechanics and exploring recent title artwork proved a valuable experience in generating production work-flows and final asset listings. For example, the screenshots below are taken from the game Deus:Ex: Human Revolution. Not only does this game represent a vast array of rooftop scenes, the art direction is also something to marvel. The skyboxes in particular are a show-stealer, they illustrate a wide horizon filled with soaring skyscrapers and alpine advertisements. An artistic feat to be envious of.
With this vision of a sweeping skybox, I embarked upon a journey of exploring different methods to create my own cityscape to put into UDK. I researched a number of methods, Handpainting in photoshop, rendering a realtime scene in Unreal and using a refract/reflect map in 3DSmax. Using some placeholder objects and textures I was able to experiment with spacial positioning, perspective and overall colour of a distant horizon, the following images were the result of my experimentation:
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