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Thread: The Fall of Orloth - University Final Major Project

  1. #1
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    The Fall of Orloth - University Final Major Project

    Hi all!

    I decided to go to university to get a masters in games art and design, and for my final major project, i teamed up with two other students to make what will essentially be a playable showcase.

    Here's the brief backstory and direction for the project:
    "In ‘The Fall of Orloth’, the player takes control of an Elf in the order of Custodians. Custodians are special, paired at birth with a dragon hatchling, the pair grow, learn, and mature together as if family, in order to form an unbreakable bond. Their job is to patrol the world, maintaining peace and order… And where needed, to quell the violence of more primitive races.

    The Fall of Orloth will take place on a human settlement, built on a peninsula of an island the elves call Orloth. Until recently, the settlement had been well maintained, and the elf attendant there had been in regular contact with the Custodians. But when communication suddenly ceased, the player is sent to investigate.

    The player will navigate the settlement, looking for clues as to why it has been abandoned, and try to uncover the mystery as to the literal disappearance of the inhabitants. There are no bodies, no signs of battle. The settlement is just… Empty, lifeless. The player will find clues in the form of crystals left by the attendant, imbued with elvish magic, the Custodian’s armour will react to their presence, alerting the player to a nearby crystal. The crystals themselves store messages in the form of a visual or aural journal, recorded by the attendant."

    Our team consists of:
    Tudor Morris - Concept art.
    Myself (Lee Devonald) - Character/Creature art + Technical art.
    Joseph Hobbs - Environment art.

    We also have an external support network of:
    Jan Kaluza (Kashaar) - Technical art
    Adelaide Rose Coldham - Animation
    Matt Jenkins - Rigging
    Sanna Kempe - Character/Creature art.

    We'll be posting updates, I'll let them post theirs. We've already got a fair amount done, so there will be a back-log of progress updates.

    Oh and... Dragons

    Last edited by Almighty_gir; 06-04-2017 at 04:21 PM.
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

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    Some animation work on the dragon (click for HD glory):



    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

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    Looks fantastic. Can't wait to see more!

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    I'll drop some environment stuff in here, but here's a work in progress shot for now.


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    Here's a bunch of stone wall modular pieces.







    and an overview of the island


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    Some updates on the dragon animations =]
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

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    Working into the level of detail in the scene now for the playable area.

    Whole imgur album here




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    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

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    Today's asset work result.


  10. #10
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    I like Dragons! Keep up the awesome work!
    TheGameDevStore.com | TheGameDevStore.VR: MMO + Interactive Asset Store + RPG|FPS Game Layer w/ VR Support.

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    The dragon is looking very impressive

    First thing that came to my mind when looking at your little town / village is "it feels like the dragon is out of this world".

    What I mean is if we're in a world with giant flying creatures being part of our day-to-day life, our construction / towns would be shaped to host them.

    Maybe every town have a "dragonplace" where t Dragonknights can land when they come to maintain peace and order.
    Or maybe each has a hill nearby with a dragonnest. A bit like Churchs.

    IDK but it felt to me like I needed to see a bit more how the dragon fit into the world.

    I invite you to read these books if you like Dragonknights.
    Last edited by Yun-Kun; 06-18-2017 at 04:42 AM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  12. #12
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    All of the art looks extremely good.

    If all of the meshes, materials, and whatnot are entirely your own work, I would suggest that you sell them on the Marketplace when you're done. Might as well get paid while you're making a grade.

  13. #13
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    Quote Originally Posted by Yun-Kun View Post
    The dragon is looking very impressive

    First thing that came to my mind when looking at your little town / village is "it feels like the dragon is out of this world".

    What I mean is if we're in a world with giant flying creatures being part of our day-to-day life, our construction / towns would be shaped to host them.

    Maybe every town have a "dragonplace" where t Dragonknights can land when they come to maintain peace and order.
    Or maybe each has a hill nearby with a dragonnest. A bit like Churchs.

    IDK but it felt to me like I needed to see a bit more how the dragon fit into the world.

    I invite you to read these books if you like Dragonknights.
    Thanks for the feedback!

    This was actually one of our initial design considerations. At some point i'm hoping to strong-arm Tudor into doing a concept art dump. We may still have time to add some of the perches and landing platforms we initially thought of, but we're also being mindful of the scope of the project and the due date of august 23rd.

    To elaborate a little further on the plot:
    Orloth was originally an elvish outpost, and so there would certainly be some remnants of the Custodial buildings and lifestyle (ie: dragon perches). But it's long since been inhabited and developed by humans using it as a trading port, with the elves retreating to other areas of the world, but still maintaining a sort of police force. So hopefully in the end you'll be able to see a couple of tiers to the island, with the top/central being a bit more fantastic/magical and the bottom being much more classic human medieval.
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

  14. #14
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    Been working on armour for the elf...

    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

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    Development progress video. 1/3 of the way there...i think.

  16. #16
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    Some Concept Art!

    Main Gates:


    Ramp to Citadel:


    Flying Buttress:


    Flying Buttress variations:


    Elf Character:


    Armour Breakdowns:


    Armour Breakdowns 2:


    Gargoyle Variations:


    Gargoyle Final design:
    Last edited by tudormorris; 06-27-2017 at 04:46 AM. Reason: Formatting links

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    I am having an issue with materials right now. For the dragon, i've been struggling to get nice looking wing membranes. So far the best looking solution is two sided foliage, however this seems to bleed into the entire model, even if i bias the value to zero.

    Standard lighting model:


    Foliage lighting model:


    Desired result:


    Essentially, i want the membranes to be illuminated from the back, but the rest of the dragon not to be. Short of separating the membranes specifically to their own material type (undesirable, as you would have a very visible seam), i'm not sure how to fix this. Any help would be welcomed!

    Also, over the weekend Joe, Tudor and I were at the Childwickbury Arts Fair, working on this project, answering questions to the many people who came to take a look, showed off Unreal Engine and just generally had a great time!

    Took a quick snap before it all kicked off on the friday morning:
    Last edited by Almighty_gir; 07-03-2017 at 08:34 AM.
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

  18. #18
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    Apply different material ID's to the 'wing' polygons in your 3D package. Export and apply a different 'wing' material to them, which uses the foliage shading model (or a two-sided subsurface model).

    Biasing the value will make *some* difference, but the different shading models usually go down very different paths.

  19. #19
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    Quote Originally Posted by TheJamsh View Post
    Apply different material ID's to the 'wing' polygons in your 3D package. Export and apply a different 'wing' material to them, which uses the foliage shading model (or a two-sided subsurface model).

    Biasing the value will make *some* difference, but the different shading models usually go down very different paths.
    Quote Originally Posted by Almighty_gir View Post
    Short of separating the membranes specifically to their own material type (undesirable, as you would have a very visible seam), i'm not sure how to fix this. Any help would be welcomed!
    The other subsurface channels blend between lambertian diffuse and subsurface diffuse based on the opacity input. this one doesn't. but this is the only one that has the backface illumination i require. i think i might have a solution though, testing now.
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

  20. #20
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    Solution:

    Multiply the subsurface color by the opacity map before plugging it into the subsurface color input.
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

  21. #21
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    Ballista Designs done at Childwickbury Arts Fair:





  22. #22
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    Great work, envious even.
    Which University did you enroll with? I have been seirously thinking about enlisting at such, yet I can't find any that... well make sense. I already even have experience in the game industry, but nothing matches dedicated study at a well equipped and staffed university.

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    Environment dev video 2.

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    Quote Originally Posted by MischievousM View Post
    Great work, envious even.
    Which University did you enroll with? I have been seirously thinking about enlisting at such, yet I can't find any that... well make sense. I already even have experience in the game industry, but nothing matches dedicated study at a well equipped and staffed university.
    We're at Hertfordshire University. Although I wouldn't recommend the MA here, it's mostly research with no teaching on artwork other than 'go make this, and look at this artist'. The BA is apparently alright, but the you get taught a lot of dated stuff, so you really need to still do your own research and development of your work to get good. I would use a course to learn the software, but don't expect to stroll through a course and come out of it with a job unless you spend very little time sleeping and partying. #hermit

  25. #25
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    Seems we made the the polycount monthly recap! woo!

    So i better show what i've been doing, because it looks like Joe is doing all the work. He isn't. Just like... 95% of it.





    The narrative component of Orloth is told when the player collects crystals. The crystals contain messages left for them by the guardian of the town. We wanted a way for the player to be able to easily know when they are near a crystal. The players armour will begin to glow and get more intense as the player gets closer to a crystal, this effect will end once the player has interacted with that crystal. So you can see above the normal, and glowing armour. That's the low poly + wip textures.

    And here is a video showing the effect on the UE4 base character. You can also see one of the crystals i made. I wanted to give the impression that it has energy contained inside it, and the particles around the outside help make it stand out.
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

  26. #26
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    Will you be needing any voice talent for the dragon or MC?

  27. #27
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    Quote Originally Posted by Angeal285 View Post
    Will you be needing any voice talent for the dragon or MC?
    Hello!

    Actually i was contacted recently about this, and the voices are all sorted. Thank you for your interest though!
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

  28. #28
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    WIP creature designs of a 'Plague Wraith' - based on medieval Plague Doctors. Under the mask it's got this weird proboscis that comes out and sucks away at the souls of those infected with black death.


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    very short clip showing the dragon flap sounds.
    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

  31. #31

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    Test run of a play through start to finish. Find the crystal messages, unlock gate, see scary room, run back to dragon on bridge.
    I suck at lighting, so any tips on lighting a scene like this would be greatly appreciated as we hit the final 3 weeks before deadline. Thanks to everyone who has helped and given critique so far, it has been invaluable.

  33. #33
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    The artworks are looking really professional and polished, keep 'em coming!

    Snow looks good / okay.

    Obviously the walk animation is looking clunky

    Yeah you can be proud of the ballista!

    Sound lines are pretty good as well.

    I must admit I fast forwarded a lot because not much is happening in the game except for the art part and I'm much more of a game designer

    I wrote feedback as it came to my mind while looking at the thread / video.

    Good luck and have fun in your projects everyone

    EDIT: And lighting is beyond my knowledge unfortunately!
    Last edited by Yun-Kun; 07-30-2017 at 06:26 AM.
    Elliot Yun
    Game Designer - Prototyper

    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Ryse Up Studios - France

  34. #34
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    @Yun-Kun thanks for the feedback. Yeah this project is more of a playable portfolio for us than an actual game, so yeah it's kinda dull gameplay wise because because we're just focusing on doing stuff that we think looks cool

    Project would have benefited a lot from an art director and a game designer, but it's just myself (environment), Almighty_gir (tech art/characters) and Tudor Morris (concepts).

    We've had a lot of fun and I've learned a great deal, so your kind words about the project feel great honestly.

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    2 weeks to go on this.


  38. #38
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    This looks very good. I expect to see your work in a AAA game some day.

  39. #39
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    Quote Originally Posted by Rhynedahll View Post
    This looks very good. I expect to see your work in a AAA game some day.
    Very kind, thank you.

  40. #40
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    Lee Devonald
    Freelance character artist, and generalist.
    Portfolio: http://crazyferretstudios.com

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