EDIT: Welcome to my ESCAPE thread
Below are some of the latest images. The original message starts after the quote.
Here's a short video which shows my scene in the UDK editor. I also tweak some material parameters to explain how some elements work in the scene:,
[ame="
http://www.youtube.com/watch?v=qaB8dtyjMVI"]ESCAPE - YouTube[/ame]
I decided to challenge myself with this one. Here's my initial sketch. I'm quite happy with the action of the dragon. Not so sure with the overall composition and the colors though.
So, the dragons are real and they can catch fighter jets. The pilot ejected himself to escape the dragon flame but was that enough to save his life?
I'll be using CryEngine 3. I'll try to use the dX11 displacement too.
Thanks for looking
Replies
I made quick mockup models in Silo:
Then I tried out some ideas for the composition. I'll go with this one:
Also, I decided to use UDK as I'm currently more familiar with it. I will hopefully be able to add some cool material effects too
Thanks for looking
If you feel that you can't achieve the feel and look of the scene by painting it you could put together a small previz scene using only 3d objects and then adding some more stuff in photoshop. At the moment I feel that the volcano's placement is a bit odd. There is a huge empty space in top-mid as well so I'd suggest playing around with the placements to see what looks best.
Good stuff!
Today I had the time to create a frozen surface material which uses dx11 displacement. It uses one normal map and one height map(single channel). The texture I used here is 512*512. It needs to be applied onto a copy of the original mesh. It has parameters for cloudiness, ice amount etc. I'll upload a video of the material in action if I can manage to capture video with an FPS above 10.
Final EDIT: I removed the broken video which I did put here, sorry for the inconvenience.
I also started drawing the guy. Here's my second sketch(the first one is too awful :P)
Thanks for looking
I'll start from scratch and make some variations tomorrow.
Thanks for looking
And here's the guy getting ready to be sculpted:
EDIT: Here's the Blender terrain base:
EDIT: Added transmission mask:
idk if this is real but here's a video that might help?
http://www.ebaumsworld.com/video/watch/81694169/
Thanks Zack
And here's a sea material update:
EDIT: I thought I'd give some technical details too:
The sea shader uses dX11 tessellation. It uses one 4 channel texture(512*512) for wave shapes. The texture is used multiple times with panners and size variations. I created the base for this texture in World Machine. It consists of a normal map and a height map.
There is a greyscale texture used for foam. This texture will be merged with something else when the opportunity arises. There's one render-to-texture entity, rendering at 512*512. Finally, there's a static reflection texture. This one can be used instead of or combined with the real-time reflection.
[ame="http://www.youtube.com/watch?v=fo_QOy-gIVI"]polycount ESCAPE challenge - Ocean shader - YouTube[/ame]
And here's a new dragon attempt(early WIP):
EDIT: here's a proper image of the ocean. I also added a fresnel:
My to do list is like this:
- Dragon(only the head is half-sculpted)
- The guys in the boat
- The boat
- Frozen shipwreck in the distance(frozen surface material is already done)
- Icebergs(material is already done)
- Birds made with particles (if I have any time left)
Basarilar..
EDIT: I guess an early WIP body sculpt is better than a double post apology
And some progress with the wyvern:
[ame="http://www.youtube.com/watch?v=Qie6yttAnZE"]polycount ESCAPE challenge WIP scene - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=PoZL17Kzu6Q"]minor ESCAPE update - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=Xz0mE3bzQ-0"]UDK refraction and iceberg material tutorial - YouTube[/ame]
Also, here's a character update. There will be 2 or 3 of these guys on the boat. One of them will be shooting flares to the ice dragons. I hope it's not too bad
A video of the ocean vortex effect:
[ame="http://www.youtube.com/watch?v=4Jm-ObLgsCM"]polycount ESCAPE scene preview - YouTube[/ame]
Nice job on the shader breakdowns too. Although a cheerier voice wouldn't hurt It's fun making cool shader so making it sound that way shouldn't be a bad thing
Good luck with the rest of your scene! Looking forward to seeing it done
At this point I quit using Sculptris and start using 3D Coat for sculpting. It feels closer to real clay for me and I like that. There are tons of work to do on this but I'm pretty happy with the head:
And partially frozen(hit by the dragon's freeze beam :P):
Progress with the wyvern in 3d Coat, this model has about 20 million tri's and it's still workable. Loving 3d Coat so far
Dragon update:
Started over with the boat guy:
EDIT: here's a new video:
[ame="http://www.youtube.com/watch?v=d6JJNUlstOc"]ESCAPE scene preview 2 - YouTube[/ame]
And a wireframe to show the level of tessellation I used. Probably I'll have to use a lower tessellation multiplier in the final scene:
EDIT: here's the low poly base for tessellation:
The ship wreck, a flare gun, a walkie talkie, the freeze beam of the dragon are also things I want to add.
Thanks for looking
Your tornado/whirlwind is ace, when you see it animated its quite dramatic.
I also made a custom logo:
Thanks again for all the C&C