
This is a concept for the ceiling of the queens building, this is not a final concept, nor should it be used as a colour reference. The weather in this concept is quite bright, but the idea now is to have the sky over cast, and drizzling.
This is a quick concept for the centerpiece in the lab above the auditorium, a challenger 2 main battle tank, with a great oak type tree, growing from it.Once I have further reference of scale I'll do another concept of it sitting in a more complete environment and lighting. I also want it so it's not obvious it's a tank straight away.

This is a concept for how the roots will be, how they should look when interacting with the floors and walls, and the small amount of foliage growing on them.
I'll update this piece later with drizzle, puddles, and leaves and other dirt amongst the cracked marble floor.
This piece was mainly drawn up to show to the tech leads so they can see what shaders to use, whats possible in the scene, any problems which we would have and how to build it.

This is the colour pallet, and the atmospheric density/effect that I want us to use for the ground floor in the main hall. This image was found on google, and is exactly the type of atmosphere I imagined for the ground level.
If you have any suggestions and comments, please post a comment. Also anything you think I should include in the Art Style Guide, so far, I'm going to have, Concept art, for :
- Main hall
- Window entrance
- Roof (view from walkway)
- Atrium
- Corridor
- Back Rooms
- Misc items/decorations, example of the state they would be in.
- example of an area Wall (Areas which don't have vines, roots or anything else on them)
I will also include 3 main colour pallets
- The main hall
- Back rooms
- Atrium
Anyway, as I said, suggestions would be very helpful for the art style guide.
I'm thinking it's going to be a document which will be updated with textures and references as we go. But the main things I think I've covered.... do we need anything technical in the art style guide like texture sizes, poly counts and shaders? I'm not entirely sure.
2 comments:
Good work joel! I also get the sense of feel that that is the the atmospheric density that we are going along the lines of, good work on colour palette too.
Will do the same for my own concepts.
About adding the texture sizes, poly counts and shaders etc. i think they'll be covered under a separate "technical specification" documentation and not to be included in "art style guide" as far as im aware. Checked the PDF brief! But guess it wouldnt hurt for us to ask Powell.
Apart frm tht great job on everything else so far, good organised layout we've got so far.
We need to liase with adam about the technical specification, sort out the poly counts.
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