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Thread: Syn's Concept Art Thread

  
  1. #161

    Default Re: Syn's Concept Art Thread

    that one texture should be enough as a base, with some nifty modeling and blending all you would need is a second base texture for the cracks. (can even use the ground texture as it falls into the same color range), then some detail and macro mapping and rotation placed on top of that should all be damn nifty in the end.

    stuff looks great so far.

  2. #162

    Default Re: Syn's Concept Art Thread

    Bluto, here's a cracked floor tile with a piece missing from one of the slabs:

    http://www.pdportraits.co.uk/index_f...ed_Cracked.png

    One question though, wouldn't it be easier/quicker to overlay a large, transparent crack/dirt texture over 3 or 4 unmodified tiles rather than hand drawing each individual cracked tile?

    Bonus portal sketch (more on the way):


  3. #163
    WFTO Developer Lord Onatu's Avatar
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    Default Re: Syn's Concept Art Thread

    The ideas for the tiles are amazing and I was thinking, and this is up to everyone actually developing the game I would say, but could all tiles start off as normal as can be and wear away against the test of time?
    The idea for unleveled tiles is awesome, it would eb great to actually obverse idle Imps stamping down on these tiles to get them straight, or atleast straight in their eyes, before running off.
    But the cracked tiles seem like they could be the result of battles and fight occuring on them. Explosions, and downwards swings of a sword, dont just hit the enemy, door or trap, but damage the walls and tiles as well. A Keeper who has seen a lot of battle within his dungeon would have tiles that show this. Cracked to near death in some places, while closer to lava or water they could have bits chipped off altogether.

    Raining down lightning on enemies has got to damage the tiles it hits as well right? My two pence, now I must away. *Hops on Dragons and points* To Castle Greyskull!!!

    Edit: The Portal looks AWESOME Syn.
    Last edited by Lord Onatu; April 12th, 2011 at 14:07. Reason: had to
    Your Creatures are eating from the vegetable garden!!!

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  4. #164
    Fly Shogun's Avatar
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    Default Re: Syn's Concept Art Thread

    This might be slightly off topic but couldn't think of anywhere else to ask, Has anyone ever done or seen any artwork, concept or not of the actual "Dungeon Keeper"? I know he's Green and thats about it, I have always wondered what creature he would infact be, or if he is meant to remain mysterious like a Dr. Claw type from Inspector Gadget or the neighbour in Home improvement.


    Shogun
    "The enemy has broken through your walls!"

  5. #165
    WFTO Developer Dizzi's Avatar
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    Default Re: Syn's Concept Art Thread

    look in the mirror

  6. #166
    WFTO Developer Lord Onatu's Avatar
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    Default Re: Syn's Concept Art Thread

    Quote Originally Posted by Dizzi View Post
    look in the mirror
    Oooo,low blow.
    He's probably just be a floating hand with no body. Maybe his brain is in his hand.
    Your Creatures are eating from the vegetable garden!!!

    ---Hmmm... the Black Sheep of the writing world is what I am.

  7. #167
    Elite Dragon Mothrayas's Avatar
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    Default Re: Syn's Concept Art Thread

    It's definitely not something that could be described to look like just a creature (or any physical being).

    For starters, his heart is stuck in a building of some sort in a dungeon, without anything seemingly connected to it. It's just... there.

    Everything else it's known to have is: a hand. A divine hand of some sort, again not physically connected to anything else. This makes it unlikely to think of a Dungeon Keeper as a physically describable being, other than the two mentioned visible features.

    Originally Posted by ARMofORION

    Ew. Skarok is here

    The Awakening

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  8. #168
    WFTO Developer DonJoe's Avatar
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    Default Re: Syn's Concept Art Thread

    I've been playing with the idea of doing the uneven tiles in UDK, and I think I've come up with the propper way of having a couple of tile variations in there whith actual different geometry, while still making all the models work propperly with it. I'm running some tests throughout next week, but so far it works, and actually adds a lot of depth to the games (imps stepping on tiles that are raised are obviously raised up, so there's a little movement on the Z-axis. It's quite cool).

    Syn, that picture of the room, was that hand drawn? Cause your walls rock my world. Would love to get those into the engine as well.

  9. #169
    Imp TaylorMouse's Avatar
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    Default Re: Syn's Concept Art Thread

    DonJoe, you can show some pictures of that?

    T.

  10. #170
    WFTO Developer DonJoe's Avatar
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    Default Re: Syn's Concept Art Thread

    Would be kinda hard to do right now, my tests scenes arent textures, so looks kinda horrible.

    I'll see if I can cook something up in the near future, and throw it up on youtube with the current textures, but might be a couple of days before I can get to it.

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