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VG Remix - Left 4 Dead

polycounter lvl 13
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breakneck polycounter lvl 13
All I can think about is a sweet L4D take on low poly. woot woot!

I already can see it getting out of control if I do a crowd of zombies type scene. So I'm thinking something a little more focused.
Don't have a solid plan just yet. Time to play some L4D and get inspired!

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  • Grindy
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    Grindy polycounter lvl 10
    Perhaps you could try a tense atmosphere with the team moving around a witch, or more of an action piece with a Tank crashing through a wall with the survivors running in the streets in front of the hospital.

    I'd so do a Smoker holding Louis over a hole or something like that if I was on that project! :)

    Looking forward to see what you come up with!
  • JamesArk
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    JamesArk polycounter lvl 10
    Best of luck, I'm a big fan of the game and very excited to see what you come up with.

    Not to sway your opinion, but, this:
    Grindy wrote: »
    an action piece with a Tank crashing through a wall

    :thumbup::thumbup::thumbup:
  • breakneck
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    breakneck polycounter lvl 13
    alright, so I've nailed down what I want to do.
    The plan is to recreate the section from L4D 1 where you come out of the sewer and into the hospital. I want to capture the scene as the survivors just about the climb the ladder out of the sewer and onto the street - filled with zombies of course. i also want to put some special zombies in some key areas.

    lets see if this works(current progress, massout of envrionment):
    http://sketchfab.com/mlk4jie0ba

    . . . still need to figure out embedding of sketchfab. I'll get to that later.
  • Torch
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    Torch interpolator
    Hey man was hoping to do a L4D one myself, really nice blockout ya got there :)
  • LANKUS MAXIMUS
    Loving the block out already. You can tell its left for dead as soon as you see it.

    I'm going to be focusing on a similar scale for my contest entry.

    All the best with it dude. I look forward to seeing it develop.

    Subbed :)
  • breakneck
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    breakneck polycounter lvl 13
    updates. starting to block in textures and getting some stuff on grid.



    [SKETCHFAB]ac8ec081a4dc402e8b3b6e88e298ab3b[/SKETCHFAB]
  • adam
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    adam polycounter lvl 19
    Same feedback for you that I gave to LaurenBam's Chivalry diorama (here): Your composition only works from one side of the diorama. To fully utilize the fact that people can interact with your model I suggest building a composition that works from all angles.

    - 2cents
  • breakneck
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    breakneck polycounter lvl 13
    Adam: you make a good point. I am going to rethink my piece. I think I'm going to downsize the project by quite a bit.
  • breakneck
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    breakneck polycounter lvl 13
    so here is some updates. I've changed the layout to include the interior and much less of the exterior.

    [SKETCHFAB]c04323028ddd458a8b4942830e16cd76[/SKETCHFAB]
  • Zwebbie
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    Zwebbie polycounter lvl 18
    I'm a bit sad to see you've dropped the sewer. I can't disagree with what Adam said, but I really liked how the difference between the underground layer and the presumably eventually zombie-filled upper layer created a kind of tension and progress of time that's hard to pull off in a diorama.
  • breakneck
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    breakneck polycounter lvl 13
    Zwebbie,
    I completely agree. I took it out because I am afraid I won't be able to finish. But it was such an important part, I miss it as well. I think I'll probably add it back in :)
  • breakneck
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    breakneck polycounter lvl 13
    blocked out a handful of textures. also added back the sewer section

    [SKETCHFAB]1e53af7f461f4665b5a8a7ff12a4e06b[/SKETCHFAB]
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