
It's been an unusual week. My WIP post in one game engine forum regarding my upcoming dungeon kit was met with a mix of both anticipation and troll flame. I think the trolls successfully trashed the thread for everyone. A forum moderator even insisted that I was posting work by another artist. Which is just straight crap! Just looking at the screen shots you can tell it is plainly not the same textures or models. I contacted the "other" artist and discovered that he also created a Dungeon Kit about 4 years ago. While explaining to him the inspiration for my work, it's features, and how it was unique, I realized that maybe my project was perhaps poorly named.
What I am creating is really a game developer kit containing the graphic assets for one or more sprawling labyrinth(s) of rooms, passages, and stairs - Some of which may be used used as a traditional "dungeon", but it is really more expansive than a medieval type of prison. Of course the developer using the set could create a level with very few rooms to make a classic dungeon, but they could also create something on the scale of Tolkien's Mines of Moria, which became known as a "dungeon" in the D&D sense.
Some of the design features I've worked into the set are a door coupling system to allow some forgiveness when positioning the rooms. It gives a little more margin for error. The components of the set are grid based, normal components are 1-4 squares in length and or width and 1 or 2 squares high.
The kit is being produced to allow export to MAP format, which means curves are not an easy thing. So geometry wise, it's not very organic and may look a bit dated. I also don't currently have the means to attach normal maps to my exports in non obj format. So what I had to do was bake the texture in ZBrush, and then tack that 2d baked texture onto the models. I think it came out looking pretty good considering, but it doesn't have the nice shader 3d effect of true normals. On the positive side, you can use them in engines without advance shader support.
I've done a lot of work on the project this week, adding a more finalized texture set and about 20 more components.
Click the pic to zoom in!