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October 21, 2012
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Sludge Valley by Spex84 Sludge Valley by Spex84
A couple weeks ago I did some sketches for a variety of environments and then sort of lost momentum. Painted one up tonight... just a dude and his pack-animal meandering through some minerals.
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:iconphantagram:
Phantagram Featured By Owner Dec 24, 2013  Student Digital Artist
Lovely colors!
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:iconspex84:
Spex84 Featured By Owner Jan 8, 2014
Thanks!
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:iconflaketom:
flaketom Featured By Owner Oct 30, 2012
Beautiful!
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:iconspex84:
Spex84 Featured By Owner Oct 30, 2012
Thanks :D
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:iconnowio:
Nowio Featured By Owner Oct 26, 2012  Student Digital Artist
seems kinda hot and poisony... great job!
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:iconmakkon:
Makkon Featured By Owner Oct 23, 2012
This is awesome. I'm trying to think of how that environment could be recreated in an engine using modular assets, is possible.
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:iconspex84:
Spex84 Featured By Owner Oct 23, 2012
...good luck with that O.o
It would be easier with some kind of futuristic procedural voxel terrain.
Modular assets...I can see at least a half dozen that would be necessary to flesh out the forms on top of the terrain mesh. Something like Megatexture might work, theoretically, with meshes for the "lumps".
I dunno, I've been playing a lot of Fallout New Vegas, and the way they built their cave environments could work for something like this, it just wouldn't be quite as organic looking in the end.
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:iconmakkon:
Makkon Featured By Owner Oct 23, 2012
If you have enough assets with enough variation (and not too much unique details), some sort of auto-texture blending tool could hide the seams and really make it work. With most of the environment art I see, seams where meshes intersect are the deal breaker. I know Overgrowth had a way of doing that proceduraly, I just don't know how.
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:iconspex84:
Spex84 Featured By Owner Oct 23, 2012
Yeah, the seams where meshes intersect a terrain mesh are generally sharp and gross, although there's a kind of parallax/displacement mapping that can make transitions like that noisy and dimensional. Fallout has that problem everywhere...most current games do. One way to hide the transition is to use foliage/grass/little rocks etc. but I've learned the hard and depressing way that this solution means a lot of added geometry/lousy performance, and so while it might work in a corridor shooter, in a wide-open terrain it's impossible to hide all the transitions.
The Megatexture system used by Quake Wars and RAGE is really cool,because an entire area can be uniquely sculpted,although it apparently has some performance issues(texture loading/LOD problems). I have not looked at it that closely in terms of how they handle areas where terrain and other meshes interact.
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:iconboneybackrivers:
BoneyBackRivers Featured By Owner Oct 22, 2012  Student Traditional Artist
Beautiful environment!
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