Did this during my lunch break yesterday. It uses SPOM on the rope which is basically POM but without distortions on the edges so you get a nice silhouette. I hope it gets enough pixels in the final shots so you can actually see it. But anyway we are building all the assets generally optimized for ingame usage, not ONLY for the shots.
In the evenings I'm currently working on a car (will be used as a police car and without the attachments as civil car in the background).
Ron already started with our hero car while Robert is working on most of the environment pieces.
Our first of three shots. Obviously nothing is final yet. We are still trying to find good comps and push around alot of things. Haven't even started to frame the third shot yet but I wanted to set the mood and a rough lighting so we have a solid base for our material setups.
More detailed building whiteboxes will come on sunday or monday. Right now it's kinda hard to see that everything happens in front of a cinema but it'll come together! We are working on all ends.
I'm still on the car right now and almost finished the chassis. When that's done I will add shitloads of details on the outside.
The brown "hero car" as we call it is just a policecar with placeholder texture. Ron will make a different model from scratch that will look totally destroyed and almost crashed and shot to pieces.
There are also a couple of characters on our list but since neither of us has ever done a game character it's gonna be a challenge...
Any input from you guys is welcome
e: Oh I should say something about the story: There is a CRASH happening right NOW. So there will be sparks and more details selling the impact.
Our second shot features a roadblock and more of the "attempt to escape" but you'll see soon.
There's also the plan to have a character shooting out of the herocar with a tommy gun and several police officers shooting back.
Texture is still WIP but I leave it for know since our lighting is not final anyway. I'll continue tomorrow and maybe try to create a muzzle flash for it. And some flying cartridges
The car I am currently working on. Viewport shots (Max 2012, realistic mode). It's my wip highpoly as I work on it. I'm making good progress but there are still lots of details left. Engine, interior, more small parts on the outside like rear lights and door handles etc. But it's getting there
Finished two more small assets (final textures, material tweaks will be done, when the lighting is almost final). For the scene we are aiming for a "after-rain" look, so everything has to look a bit wet.
Next thing on my list will be blocking out the cinema theater.
Really awesome quality! I love the budget, that in engine models looks fantastic. Freakadelle, can you tell me more about that SPOM?Simple POM with silhouette clipping trick?Use it everywhere, where its needed plz.its clearly substitute tessellation/displacement, and looks the same, and i bet, it doesn't have any seam.Looking forward to the finished scene, keep it up guys.
Hey Obscura. You wanna use Silhouette POM only in very special cases. Potentially it's more expensive than tesselation but when you have a very detailled/noisy heightmap and you want to have a nice silhouette you would generate a HUGE amount of tesselated traingles.
In this case I want a pixel perfect silhouette from a mid distance and tesselation would either kill the transform and/or fill rate budget for this asset by generating way too many triangles for its screenspace or optimize itself so that I lose all the detail in the silhouette.
With SPOM I get a silhouette that is as detailed as the screen resolution I choose. So in this case I used it because the red rope only lives from it's nice silhouette and I didn't want tesselation to mess with it's detail or become too expensive Everything is a trade off.
So we can't use it everywhere. But we will make use of tesselation and (S)POM in places where it makes sense for sure!
Some more wip stuff. Finished the whitebox blockout for the cinema building, the brick texture is just a placeholder, so ignore it. Guess it's time to make some decent textures for it now.
Dang this is an awesome idea. Some of the best small props I've seen :O Awesome work and I am totally watching this one. Any chances of sharing how you rendered the gun and trash can?
Made some progress for the cinema entrance area. Still some placeholder textures (like the concrete,marble floor, billboards) and the interior area is completely empty right now.
I can't believe the quality of all these stuff. It is simply astonishing. I love the look and feel of everything. As somebody already mentioned, the textures and materials read perfectly. The modeling is so clean. Love it, I'm looking forward to see this finished.
What exactly are you referring to? The colors are all placeholders so I see my different material IDs. It's actually a viewport screencap. Materials will all be setup in cryengine once I'm finished baking
Dang...wish I would have seen this sooner. I'm currently working on mine and its a car chase set in the future similar to the fifth element but with a 1930's feel. You guys really are setting the bar high.
And there are still some missing We have to add cops in the cars and at the roadblock shooting back. Unfortunately neither of us is a character artist so it takes a little longer. But we enjoy the challenge.
The characters you can already see were done in cooperation. I did the whitebox, Ron the high and lowpolies, I rigged them, Ron skinned them, I posed them. We pushed it back and forth because as said neither of us had a fixed workflow, so this way we all learned as much as possible in regards of characters
My lowpoly + normalmaps is ingame Made a basic material setup to test everything. Two paint colors and the seat color are adjustable via the material. So no extra textures used.
Replies
Let's start with the WIP shots:
Did this during my lunch break yesterday. It uses SPOM on the rope which is basically POM but without distortions on the edges so you get a nice silhouette. I hope it gets enough pixels in the final shots so you can actually see it. But anyway we are building all the assets generally optimized for ingame usage, not ONLY for the shots.
In the evenings I'm currently working on a car (will be used as a police car and without the attachments as civil car in the background).
Ron already started with our hero car while Robert is working on most of the environment pieces.
Our first of three shots. Obviously nothing is final yet. We are still trying to find good comps and push around alot of things. Haven't even started to frame the third shot yet but I wanted to set the mood and a rough lighting so we have a solid base for our material setups.
More detailed building whiteboxes will come on sunday or monday. Right now it's kinda hard to see that everything happens in front of a cinema but it'll come together! We are working on all ends.
I'm still on the car right now and almost finished the chassis. When that's done I will add shitloads of details on the outside.
The brown "hero car" as we call it is just a policecar with placeholder texture. Ron will make a different model from scratch that will look totally destroyed and almost crashed and shot to pieces.
There are also a couple of characters on our list but since neither of us has ever done a game character it's gonna be a challenge...
Any input from you guys is welcome
e: Oh I should say something about the story: There is a CRASH happening right NOW. So there will be sparks and more details selling the impact.
Our second shot features a roadblock and more of the "attempt to escape" but you'll see soon.
There's also the plan to have a character shooting out of the herocar with a tommy gun and several police officers shooting back.
3rd-Person Tommy Gun
Texture is still WIP but I leave it for know since our lighting is not final anyway. I'll continue tomorrow and maybe try to create a muzzle flash for it. And some flying cartridges
I'm excited for this.
The car I am currently working on. Viewport shots (Max 2012, realistic mode). It's my wip highpoly as I work on it. I'm making good progress but there are still lots of details left. Engine, interior, more small parts on the outside like rear lights and door handles etc. But it's getting there
Finished two more small assets (final textures, material tweaks will be done, when the lighting is almost final). For the scene we are aiming for a "after-rain" look, so everything has to look a bit wet.
Next thing on my list will be blocking out the cinema theater.
In this case I want a pixel perfect silhouette from a mid distance and tesselation would either kill the transform and/or fill rate budget for this asset by generating way too many triangles for its screenspace or optimize itself so that I lose all the detail in the silhouette.
With SPOM I get a silhouette that is as detailed as the screen resolution I choose. So in this case I used it because the red rope only lives from it's nice silhouette and I didn't want tesselation to mess with it's detail or become too expensive Everything is a trade off.
So we can't use it everywhere. But we will make use of tesselation and (S)POM in places where it makes sense for sure!
Some more wip stuff. Finished the whitebox blockout for the cinema building, the brick texture is just a placeholder, so ignore it. Guess it's time to make some decent textures for it now.
There's no special rendering setup for the assets, those are all ingame shots using Cryengine3.
Some more progress shots.
Made some progress for the cinema entrance area. Still some placeholder textures (like the concrete,marble floor, billboards) and the interior area is completely empty right now.
Nice us of DoF and I totally love that signage
Interior is done. With that the highpoly is as final as it will get. So I'm gonna start with the lowpoly now
Current state of shot no2. Pretty much everything is being worked on. Characters, Cars, Background...
Update on the shot above. Notice several new characters
The characters you can already see were done in cooperation. I did the whitebox, Ron the high and lowpolies, I rigged them, Ron skinned them, I posed them. We pushed it back and forth because as said neither of us had a fixed workflow, so this way we all learned as much as possible in regards of characters
My lowpoly + normalmaps is ingame Made a basic material setup to test everything. Two paint colors and the seat color are adjustable via the material. So no extra textures used.
now I have to texture it