How should a new Ubik look like? #1162
Replies: 5 comments
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As I did in #84 (Ennui), using flat textures with nonflat normals (e.g. from phillipk or trak) may allow you to get that really clean look while not being entirely flat and boring. Some normals to consider cribbing:
The base diffuse texture is unimportant. I used dziq's brushed metal, but phillipk's flat generic or nobiax's flat complex texture would likely work as well. You can also change the specular maps if you wish, but the difference is fairly slight. |
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For those interested, I found a YT video of the last concept art |
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Just to add to nono's comment : https://www.youtube.com/watch?v=8z1H5DRQ_L8 So far, i arranged the layout a bit, so it's clearer where you are/people are. Still figuring out how i'll populate the outside area, maybe with a mountain or two, and some buildings. |
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Is the layout going to be different? My issue with the old Ublk was that on the lower level everything kinda looked the same and it wasn't immediately obvious how to go up. edit: Looking at it I think my main problem was that there where only two central boosters to get up. That makes it so to go up one has to run to the center, and then run to wherever on the second level they want to go. It would be nice to have more routes. |
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Yup, you can see in the first screenshot that the layout got a slight modification already on the left side. |
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I've been thinking that a clean sci-fi like setting would do good for it, since it already has very tall buildings to begin with, so it would fit like a glove, and ditch the industrial/dark look it currently has.
Maybe it should be expanded to have some more buildings to make it a bit more dense, with models, because right now that's also another issue of the map (the model scaling issue will need to be fixed for this to work tho, see #845 )
Some reference images :
Any thoughts? Post your suggestions!
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