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Hey guys! Just posting a quick update on the scene I’m working on for the new boss fight animation! Since the previous environments I made aren’t really fitting with this new animation, I had to start on something from scratch and tailor the stage to the animation right from the beginning. The idea is that the player has only limited space to maneuver and dodge Zoe’s attacks, who’s looming over the ledge of the cliff!

I’ve already multiple outdoor environments for animations with a bit of a forest theme, which is why this is getting a bit more mountainous! Here I’ve started with modelling a vast landscape that will serve as a backdrop when you’re looking at Zoe. The “player area” is mostly surrounded by it, so should Zoe grab the player and pull them out of the main area, people will at least have something fancy to look into the distance!

For the previous animations I’ve done most environment assets (safe for trees) myself. To get a bit of a productivity boost for this one I’ve grabbed myself a Megascans subscription to make use of their amazing textures and photo scans. Their Mixer is an impressive tool for quickly creating custom textures in a Photoshop-esque layer workflow and helped me tremendously texturing the ground and cliff edges. If you’re a 3D artist and into environment art I can highly recommend their library!

The stage should be finalized within the next days, right now I’m already working on details such as grass and small pebbles populating the ground. I’m still experimenting with lighting, so expect a lighting study with the finished stage soon!

Comments

Pixel terabyte

Oooooo looks (and sounds) good

Baz Yat

So is this going to be an animation, or interactive?

Oxurus

Woah.... this is going to be awesome!! This'll be the most beautiful animation yet!

Mircea Kitsune

I'm very impressed by that terrain! It hurts to imagine how many vertices it must be using, but it looks absolutely gorgeous. I know I'm probably saying the obvious, but just in case it's being helpful: I'd suggest rendering this high-res terrain as a 360* map, then using it as a sky texture in the real animation... that should look roughly the same without re-rendering so much detail each frame (unless you plan to move the camera through it).