@ Euld- thank you!
@ Stephanie- Thanks, I really enjoyed looking at your thread the other day.
@ Hat Wobble- lol, those dudes probably kill it in the 3-d realm
@ DavidBrumbley- thanks dude, love those speed environments you've been doing lately, we'll have to hit up some quick and crash soon.
Celeryland made it on Kotaku yesterday! Well concepts from it did anyway. Some of the comments are funny since they got confused by the Hobbit headline.
Also here is a wip shot of a hatch door for one of the mining structures. I've been messing around with dDo and it is awesome. For those of you worried about it being to automated remember you can still have your own hand painted grime and overlay layers. Even if all you use it for is to quickly organize your Photoshop file.
hey, i got a question. You said the idea is to keep the modular pieces down to a minimum. So if your building a modular set. You have everything at a certain scale right? So you can put it together yourself like lego pieces.
The thing i'm wondering is that, isn't it hard to put it exactly where you want? Especially the tower piece. How do you put the pieces exactly where you want? I know in udk when u move assets. Its locked to a certain scale. Did you plan everything out, where everything is goign to be. Then export it at the same spot?
hey, i got a question. You said the idea is to keep the modular pieces down to a minimum. So if your building a modular set. You have everything at a certain scale right? So you can put it together yourself like lego pieces.
The thing i'm wondering is that, isn't it hard to put it exactly where you want? Especially the tower piece. How do you put the pieces exactly where you want? I know in udk when u move assets. Its locked to a certain scale. Did you plan everything out, where everything is goign to be. Then export it at the same spot?
On something like the tower, the placement of the pieces is all done within the editor (in this case CryEngine3). When I'm blocking in the initial forms I try and experiment as much as possible so scaling, rotating, flipping objects is all part of the process. All of the pieces are just intersecting at this stage and once I'm happy with the results I'll go back and clean it up and polish the individual pieces. Hope that helps.
This is so beautiful and inspirational!
Love the shot with the oak tree. I feel like as if I'm there watching the beautiful vista.
Is the terrain one huge terrain that was created in world machine?
I'm very impressed with the result, it seems as if the background mountains were made isolated. How much of it is "hand-sculpted"?
Can't wait to see more.
This is so beautiful and inspirational!
Love the shot with the oak tree. I feel like as if I'm there watching the beautiful vista.
Is the terrain one huge terrain that was created in world machine?
I'm very impressed with the result, it seems as if the background mountains were made isolated. How much of it is "hand-sculpted"?
Can't wait to see more.
Thanks Emporio,
Towards the bottom of page 4 there is a breakdown of the terrain and extra pieces that were used. I did most everything in Worldmachine with the exception of some Photoshop alterations to the heightmap (just darkening the trenches to make them deeper).
The Goat Walker
Here is a sneak peak at an acticle I did for 2d-Artist magazine. The idea was to create an infantry transport vehicle for Celeryland so I thought creating a walker wold be fun.
Here is some initial ref and some sketches. I figured I'd base it on a mountain goat because of the terrain.
I then modeled out a bunch of detail pieces that I would be able to use with Z-brush's insert-multi mesh brush feature.
Here is a quick time lapse of the z-Brush insert-multi mesh process.
@ Eric Chadwick- toolPadz is correct, in Zbrush 4r4 there is a feature where you can render out an automated camera based on your undo states.
@ deka01- for this I have a 2048 pgm height map and a 4096 diffuse. I'll probably drop the 4096 down to a 2048 later though.
@ DavidBrumbley- Ask and you shall receive Love ur new sci-fi hallway!
Lately I've been working on building the mining structures that line the trenches of CeleryLand. Here are some of the early pre-production stuff for now and I'll post some actual building shots along with some awesome work Ned has helped with after.
This is one of the first paint-overs I did to start brainstorming which type of modular pieces I needed.
Here is a small ref sheet I gathered for some of the individual mining structures. I was mostly looking at bunkers and mining equipment.
A bunch of marker sketches of the structures and some possible vehicles.
A finished concept of the first structure I wanted to build.
Here is a breakdown of the texturePlanning process.
A quick paint-over of the original concept. This might be too "hobbity" but I still like it as a possible variant.
Here is a concept of one of the trenches with some ideas for how the structures will be attached to the pipeline. I started this scene by placing some modular pipe pieces that Ned made in the map and then painted over the screenshot.
Here is the first fly through video of the mining area. Still a work in progress but I wanted to share it since I haven't updated this in awhile. Ned was a huge help with making assets for the mining area.
How many people are working on this? Because the pace that this thing updates at is unreal considering the scope.
So far it's been 3 of us over the last couple months. Danny Weinbaum, Ned Gasorntip are ex-students of mine and they have helped quite a bit on this. They've recently both been hired at Suckerpunch so I'm really excited for them.
@JONNYquid- thanks, inspiration is key. What kind of scene are you going to start on?
@kwshipman- Oh, good idea. Getting those Goats ready will be my next focus.
@JoshSchmitt- I don't know about almost finished as I plan on getting vehicles, characters and fleshing the tower out. How have things been? You should drop into open lab sometime and show off your new work.
@ zOltan- Yeah thats the benifit of jumping back and forthwith between concepting and production. The end result is very close becuase the original concept started from the same area and lighting.
@Metzger- thanks, and good call on the universe gif. That one is right up there with CeleryMan for all time best tim and eric.
@toxic- No, as mentioned above, I've been working on this with Danny Weinbaum and Ned Gasorntip. They were ex students of mine and now they are working at Suckerpunch.
@Shrogg- thanks, remember to get as much reference as possible before starting something.
@e-freak- awesome, that's what we were hoping for.
@Snefer- thanks man, the Grime is looking insane! I need to get some environment animations and effects in the Celery.
@coots7- thanks, let me know if there are ever any confusing parts in the vids so I can revise them.
Here are some shots of the individual structures so far. The emphasis on these was to have variety from each angle so that we get the most mileage out of them. I created the first one for the video series ( which I'm only half way through editing) and Ned created the second structure along with the pipes and supporting details. We both shared textures and geometry where appropriate.
Here is a time lapse vid that shows how these structures can be combined for added variety. Its one of my favorite things about CryEngine 3 since you can see how the lighting behaves instantly.
wow, this is beyond amazing. No, we need a new word for what you are making this is BLOWMYMINDZING!!! This is just incredible, I've lost words. I love how you prepare yourself in tutorial numbero 1, about 3Dmodeling Arch. its simple breathtaking!
wow i didn't know you can just crash models together like that. I thought that would usually cause problems. That really saves a lot of time
Yeah it's important to just try things out quickly and that's a huge benefit of working in real time. Now once you are happy with some of the building variants you could go back into max and recreate it and remove unseen geo. This would also cut down on draw calls as well. If it's for your portfolio then it's probably not as big of a deal.
Replies
@ Stephanie- Thanks, I really enjoyed looking at your thread the other day.
@ Hat Wobble- lol, those dudes probably kill it in the 3-d realm
@ DavidBrumbley- thanks dude, love those speed environments you've been doing lately, we'll have to hit up some quick and crash soon.
Celeryland made it on Kotaku yesterday! Well concepts from it did anyway. Some of the comments are funny since they got confused by the Hobbit headline.
http://kotaku.com/5964155/i-think-this-is-what-hobbiton-would-look-like-in-the-distant-future
Also here is a wip shot of a hatch door for one of the mining structures. I've been messing around with dDo and it is awesome. For those of you worried about it being to automated remember you can still have your own hand painted grime and overlay layers. Even if all you use it for is to quickly organize your Photoshop file.
The thing i'm wondering is that, isn't it hard to put it exactly where you want? Especially the tower piece. How do you put the pieces exactly where you want? I know in udk when u move assets. Its locked to a certain scale. Did you plan everything out, where everything is goign to be. Then export it at the same spot?
On something like the tower, the placement of the pieces is all done within the editor (in this case CryEngine3). When I'm blocking in the initial forms I try and experiment as much as possible so scaling, rotating, flipping objects is all part of the process. All of the pieces are just intersecting at this stage and once I'm happy with the results I'll go back and clean it up and polish the individual pieces. Hope that helps.
Love the shot with the oak tree. I feel like as if I'm there watching the beautiful vista.
Is the terrain one huge terrain that was created in world machine?
I'm very impressed with the result, it seems as if the background mountains were made isolated. How much of it is "hand-sculpted"?
Can't wait to see more.
Thanks Emporio,
Towards the bottom of page 4 there is a breakdown of the terrain and extra pieces that were used. I did most everything in Worldmachine with the exception of some Photoshop alterations to the heightmap (just darkening the trenches to make them deeper).
Here is a sneak peak at an acticle I did for 2d-Artist magazine. The idea was to create an infantry transport vehicle for Celeryland so I thought creating a walker wold be fun.
Here is some initial ref and some sketches. I figured I'd base it on a mountain goat because of the terrain.
I then modeled out a bunch of detail pieces that I would be able to use with Z-brush's insert-multi mesh brush feature.
Here is a quick time lapse of the z-Brush insert-multi mesh process.
[ame="
next I rigged it up with a biped to test the functionality and find an angle for the illustration.
The final concept illustration in the Celeryland environment.
The next step will be going back and getting all the geo and textures set up to work in real time.
Keep an eye out for the 2D artist article for an in depth look at the process.
i give up.
amazing work.
@ Eric Chadwick- toolPadz is correct, in Zbrush 4r4 there is a feature where you can render out an automated camera based on your undo states.
@ deka01- for this I have a 2048 pgm height map and a 4096 diffuse. I'll probably drop the 4096 down to a 2048 later though.
@ DavidBrumbley- Ask and you shall receive
Lately I've been working on building the mining structures that line the trenches of CeleryLand. Here are some of the early pre-production stuff for now and I'll post some actual building shots along with some awesome work Ned has helped with after.
This is one of the first paint-overs I did to start brainstorming which type of modular pieces I needed.
Here is a small ref sheet I gathered for some of the individual mining structures. I was mostly looking at bunkers and mining equipment.
A bunch of marker sketches of the structures and some possible vehicles.
A finished concept of the first structure I wanted to build.
Here is a breakdown of the texturePlanning process.
[ame="
A quick paint-over of the original concept. This might be too "hobbity" but I still like it as a possible variant.
Here is a concept of one of the trenches with some ideas for how the structures will be attached to the pipeline. I started this scene by placing some modular pipe pieces that Ned made in the map and then painted over the screenshot.
You better have a video made for every single one of these. I want to paint like you!
(Not helpful I know, but seriously, holy shit.)
truth
http://www.youtube.com/watch?v=c9cWkUhZ8n4&feature=youtu.be&t=23s
Here is the first fly through video of the mining area. Still a work in progress but I wanted to share it since I haven't updated this in awhile. Ned was a huge help with making assets for the mining area.
[ame="
I'll be posting more specific renders next week of the modular pieces used.
So far it's been 3 of us over the last couple months. Danny Weinbaum, Ned Gasorntip are ex-students of mine and they have helped quite a bit on this. They've recently both been hired at Suckerpunch so I'm really excited for them.
Upon first viewing:
@JONNYquid- thanks, inspiration is key. What kind of scene are you going to start on?
@kwshipman- Oh, good idea. Getting those Goats ready will be my next focus.
@JoshSchmitt- I don't know about almost finished as I plan on getting vehicles, characters and fleshing the tower out. How have things been? You should drop into open lab sometime and show off your new work.
@ zOltan- Yeah thats the benifit of jumping back and forthwith between concepting and production. The end result is very close becuase the original concept started from the same area and lighting.
@Metzger- thanks, and good call on the universe gif. That one is right up there with CeleryMan for all time best tim and eric.
@Orchidface- The celery misses you
@toxic- No, as mentioned above, I've been working on this with Danny Weinbaum and Ned Gasorntip. They were ex students of mine and now they are working at Suckerpunch.
@Shrogg- thanks, remember to get as much reference as possible before starting something.
@e-freak- awesome, that's what we were hoping for.
@Snefer- thanks man, the Grime is looking insane! I need to get some environment animations and effects in the Celery.
@ParoXum- ok
@coots7- thanks, let me know if there are ever any confusing parts in the vids so I can revise them.
Here are some shots of the individual structures so far. The emphasis on these was to have variety from each angle so that we get the most mileage out of them. I created the first one for the video series ( which I'm only half way through editing) and Ned created the second structure along with the pipes and supporting details. We both shared textures and geometry where appropriate.
Here is a time lapse vid that shows how these structures can be combined for added variety. Its one of my favorite things about CryEngine 3 since you can see how the lighting behaves instantly.
[ame="
Here are a couple more chapters of the building process.
Chapter02- Planning your geo
[ame="
Chapter03- Basic Geo block in
[ame="
Chapter04- exporting your block in to CryEngine
[ame="
thanks again.
loved it
Yeah it's important to just try things out quickly and that's a huge benefit of working in real time. Now once you are happy with some of the building variants you could go back into max and recreate it and remove unseen geo. This would also cut down on draw calls as well. If it's for your portfolio then it's probably not as big of a deal.