The mechanic of an aging cargo freighter finds himself tossed from his rack, when the vessel is damaged by robotic drones. Lerching towards the rear of the ship, he barely secures himself in a drop pod before the ship splits apart in the atmosphere. Crash landing on a hostile alien world, he's looking for a ride home...
TEAM UPDATES:
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Joshua Stubbles (environment/prop artist)
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John Valenti (environment/prop artist)
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Ben Close (technical artist)
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Chris Perrella (lighting/post/vfx)
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Concept was cobbled from a few paintings and then painted over. Can't recall the artist's names so if you recognize them, feel free to shout out. The composition of this concept isn't the final layout, nor is the time of day or color/lighting scheme. This was just an idea laid out by Johnny and myself in a G+ hangout today.
We're still waiting on confirmation from a possible third teammate. We'll be using UDK to present the scene.
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FYI, we're still looking for team members if interested.
- Tech Artist (Someone to build great master shaders for us)
- VFX/lighting artist (someone to work on particles/lighting/postprocessing)
We're using UDK, also.
The actual heightmap will be used in UDK on a landscape mesh. I just used it in Max to work on the textures. There are some color and detail splotch tweaks left to make, but most of it is done. This is for the macro details only.
I exported masks from World Machine already, so those will plug in to the landscape material as masks for rock, dirt, etc. Makes it nice and easy. Just need to create the detail textures now, then on to the sculpted rock meshes.
Got the macro textures and heightmap imported to UDK and set it up on a landscape actor.
Diffuse still isn't final, but feel free to crit along the way.
Here's a small scene update. Still very WIP on the materials and textures, but at least I got the detail maps working. The lighting in these pics I post isn't final, either. It's going to be closer to the greenish hues of the concept.
a little burning ember thing for the ground.
is it possible to halt a particle in udk, or will you just shoot the scene with differing particle shapes?
But that being said, I could card the particles and choose something I like yeah. Pausing a udk scene resets the emitters
only a blockout really, but it took forever for some reason, ive lost some of my cascade skillz
Did some work on the crater impact site tonight.
The rock bits are different zTools and I'm assembling it all in 2.5D canvas. Then I'll render out a heightmap to displace a plane and get a contiguous mesh for the scene.
Yeah, the concept was just put together quickly to get ideas, it's by no means a final composition of the scene. I've already been dinking around with positioning and removing some things entirely.
Looking forward for moaaaaar!!!
And a wireframe of the model:
Tor Frick gave me some ideas on how this could have been more efficient. I'll have to keep that stuff in mind, moving forward. I don't have a lot of experience making crazy shaders and such, so I'm still stuck in the last gen, to some extent. Lots to learn
tiled detail maps with RGBA masking ?
They were separate ztools that were dropped into the 2.5d canvas. Nothing fancy with that.
Close, yeah. He suggested using a lower res macro normal on the mesh using the lightmap UV in chan3, while using tiled textures and a vertex color threshold blend for the alpha.
It would definitely be more optimal. But my experience with setting up shaders and such is pretty limited and I don't have the time to mess with it right now. I'm just going in and making the art any way I can. It's the only way I might be able to finish in time. Doing tons of overtime at work right now and my time is super limited all the way to the end of this comp.
Keep it up!