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Dark Concepts

In this week's update I give you a look at some concept art I've been making at work in my free time. These are based on researched real caverns and features you can find in real places.

Now I just need to make a few more repeatable pieces that I like better than the ones I already have, work on the texture a bit, and make these come to life.

In addition to these speleothem features, I've been working on a set of triangle based rocks to represent jagged stone surfaces. I've also built some car-sized rectangular blocks to represent exposed rock layers sans speleothems. Something for use in the drier parts of the caves, or as the base of cliffs and ledges.

I'm also looking for a good shale texture for use as the ceiling of oval cave rooms where rock layers are exposed instead of encrusted with wet materials. I've settled on a few base textures I'm going to mix and match to fit my color scheme.

PS. Here's the link for SCL Drizzt, Gwen, Hand Crossbow, Icingdeath & Twinkle, and Gwen's Figurine: (dropbox link)

First Release: 
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thirdmouse

Nice! On the old threads I always liked the various inspiration pics shared of different regions or geographical features you were aiming for. Geological in this case and others, I suppose :) Lurkers are glad to see you are still around, too. 

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Draygoth
Really liking the concept.
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merricksdad

Did you get that package with the models in it? I put the GMAX import in the zip with the original SCL export obj files, as well as the mdl files I converted from obj.

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Tarot Redhand

Don't know if it's just the size of that image, the brain being hard-wired to see them or what but I am seeing faces all over those sketches. The most obvious one being on the large lump in the middle of the bottom row (on its bottom right).

TR

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Draygoth

You sir are awesome. The Drizzt model has a higher poly count than I was expecting.

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merricksdad

Hope to see it come to life someday soon

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Draygoth

The texture for the torso is messed up. I can't seem to get it to line back up. Would you be able to fix it  and repost?

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merricksdad

The bundle extractor gave "not a number" on export of tverts on the cape and armor. The NwMax importer sees my conversion as -1 in the V position. There isn't anything I could do but fit the texture to the mesh myself, and I don't have time for that right now. Try if you have time. I don't know if I trust that the U positions are accuate, but they might be. All you'd have to do is reposition each point on the V axis.

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MonsterTrainer

Awesome black&white style!!! Love it!

+1

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TheOneBlackRider

These drawings are really looking good - especially as a concept for NWN1 models!

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