While a dead end due to technical limitations amongst other things, I enjoyed exploring the visual style of what I cam to call 'Lumen'
Here are some of the explorations
Here are some of the explorations
Found some brilliant tools for simulating lens flares in AfterEffects, works surprisingly well, It's not physically accurate or anything like Maxwell render but It's can recreate a lot of the cool effects with added bonus of tons and tons of manual control.
It's called Optical Flares and is quite quite good
Sadly again this helps me little (not at all) in making actual textures or art for lumen, but is cool still.
It's called Optical Flares and is quite quite good
:-)
Link: www.videocopilot.net --- opticalflares
Sadly again this helps me little (not at all) in making actual textures or art for lumen, but is cool still.
My R&D into Splitting Light / Dispersion/ Chromatic Aberration using Vray and Maxwell render
These are tests done in Photoshop:
These in Maxwell and Vray:
Could be animated and used for weapon sprites
These are tests done in Photoshop:
These in Maxwell and Vray:
Could be animated and used for weapon sprites
Gear doodad I made as an initial visual concept test and to test the procedure for normal map creation:
Making of below:
One half with normal map one half without showing how many polygons it really is
Doesn't look too bad now from far away, It's screwed up in the middle due to crappy uvmap and crappy alignment between low and high res mesh.
Versus this without normal map:
With edge breaks and phone smoothing... something I should be able to simulate by disconnecting the polygons but cinema doesn't seem to have a way to do that!!! so instead it looks like below with no angle limit or breaks:
With some specular, does show more issues then. Also I have some dents going on most of the outside prongs due to me being a idiot I think
PLus some ambient occlusion
Put some bright orange in instead? aswell?
Color themes for maps, green, blue, red etc, possible to change color by code or over time
Making of below:
One half with normal map one half without showing how many polygons it really is
Doesn't look too bad now from far away, It's screwed up in the middle due to crappy uvmap and crappy alignment between low and high res mesh.
Versus this without normal map:
With edge breaks and phone smoothing... something I should be able to simulate by disconnecting the polygons but cinema doesn't seem to have a way to do that!!! so instead it looks like below with no angle limit or breaks:
With some specular, does show more issues then. Also I have some dents going on most of the outside prongs due to me being a idiot I think
PLus some ambient occlusion
Put some bright orange in instead? aswell?
Color themes for maps, green, blue, red etc, possible to change color by code or over time
Nexus Work:
A giant map doodad I'm working on for Lumen my Starcraft II mod
Put this arching across middle of map over empty outerspace/hole and just the 3 tips touching land where 3 bases are
Put this arching across middle of map over empty outerspace/hole and just the 3 tips touching land where 3 bases are
First draft of Command Center
And some WIP for it:
And some WIP for it:
Draft at a test scene to demonstrate the new skins as they are being built
Depending on your gamma/monitor setup it may look a bit dark/black, It's meant to be night but not actually solid black
No team colors hence why It's all a bit grey.
Depending on your gamma/monitor setup it may look a bit dark/black, It's meant to be night but not actually solid black
:-)
No team colors hence why It's all a bit grey.
Add lights around underside of cliff faces
Can floor tile in an arranged way so that all hexagons line up and could fade from one color to another?
Make some floor decal doodads for printing on
Make more patterns and weaves for flooring
Widen up the pits, they should have massive overhangs, scale is rubbish here, no idea how powerful boolean/cropping terrain is in order to even do this?
do same thing again with concentric circles rotated off each other and inset into ground, mockup with tron hard edge into space
Add some hexagons protruding from ground like pillars
need some lights
rock clusters?
hexagonal piles and clusters say around ramps or jutting out the sides of cliffs
tilted ground hole with hex coming out
Giant electric tree with lava crack like veins at base
what about water, make it look like those glowing outdoor pools
bridges