Creature attack in the depths of the ocean. Wicked scary, it reminds me of a sound only game, I'll try and find it, that is pitch black with sound as your only way to see. Looking forward to see more.
Hey guys thanks for the replies. So the scene has taken a turn (for the better, we hope)
we are still keeping the atmosphere of the underwater scene, and overall mood, but setting it in another planet. We want a more "other-worldly" scene. so the corals are being replaced with fungi and alien plant life.
here's our ref with more INFO. (created by MIKE)
And here's some first FX passes for atmosphere, they're real rough, but just messing around with scene depth stuff. [colors are over saturated]
Hey dude! Just stopping through for a word of encouragement.
This is a great subject matter! and given the context with the murky water and all that, its very attainable by a small team. Those concepts from the 5th all have a really nice vibe. I love the subtly and ominousness of the top two, but that bottom left one really exudes "escape" to me.
I love it! Keep rocking. Looking forward to updates
hey thanks jeremy, yeah for the most part we want to keep it pretty scaled to a small team, and it's easier for us since we work together. we're going with that top left one, and currently working on adding that "escape" element, and also a reason why the ship is being chanced!
Thanks everyone, and truly appreciate the kind words of encouragement! We're just a small team, so we're trying to maximize what we can, without going in over our heads. We've come up with some really cool ideas, and hopefully we'll show more soon! Thanks again.
Hi my name is Fabiano Lima, i´m a 3d artist. I like to offer my help to make the sea creature and some props for under sea. And help with material setup in UDK. My blogfolio´s http://biano3d.wordpress.com/ , if you guys consider my entry in the team, let me know, it´s gonna be great help with this scene. But if not, no problem guys, i´m gonna trying some ideas by myself. Anyway good luck to you guys. Cheers
Quick update on the progress of the work. A WIP concept, with Alberto about to post some initial modelling passes. Also, we'd like to say thank you to all the comments, appreciate the interest! cheers.
thanks selaznog, that's a good point I'll have to wait till everything is in and see how i can break the composition up, and add other points of interest.
I'd say it would help break things up if you added terrain as almost a frame, like coral and undersea caverns kinda thing, make it look like the camera is hiding in it while still watching the events unfold...
I love the concept and the dynamics of the lighting.
Thanks everyone for the comments and critique, we're definitely doing our best to push this as far as we can, both in concept and final render! Cheers!
Replies
EDIT: Found it, here it is http://vimeo.com/17299509
we're reworking the idea... so the elements in these first sketches from mike will end up changing.
Mike playing with mood and atmosphere ideas:
we are still keeping the atmosphere of the underwater scene, and overall mood, but setting it in another planet. We want a more "other-worldly" scene. so the corals are being replaced with fungi and alien plant life.
here's our ref with more INFO. (created by MIKE)
And here's some first FX passes for atmosphere, they're real rough, but just messing around with scene depth stuff. [colors are over saturated]
This is a great subject matter! and given the context with the murky water and all that, its very attainable by a small team. Those concepts from the 5th all have a really nice vibe. I love the subtly and ominousness of the top two, but that bottom left one really exudes "escape" to me.
I love it! Keep rocking. Looking forward to updates
more updates soon!
I created a speed sketch a few years ago of a similar situation but never got round to refining it :P
can't wait to see the development..
some quick light and geo block outs.
more than open to crits.
thanks.
I love the concept and the dynamics of the lighting.
final lighting touches for now.
Next task:
_finish block out
_2nd detail block out pass
_sculpts//texturing
EDIT: actually "spore particles" not dust... but you get the idea.