Original Post:
Hey there guys,
Just saving up a little spot for us.
And by us I mean:
Vadim Baklychev -
http://slipgatecentral.deviantart.com/
Matt Taylor -
http://www.emptyworks.com/
Dylan Jones - our super-awesome rigging guy!
Madison Parker -
http://www.cloudengineart.com/projects/2883277
And yours truly.
We might also solicit some help for environment work later on, but we'll have to see about that.
I hope you'll enjoy what we'll have to show you in the coming weeks.
We're probably biting off more then we can chew but it's not fun otherwise.
Now back to work!! Long live the party!
Replies
So, we have a very literal interpretation of escape, a massive riot in futuristic prison where inmates trying to make their way outside, fighting guards and special police force.
Idea is to show big action event with lots of character involved, while keeping it simple and cheap for production. This is where we going to re-use some assets and add some customization for actors: faces, facial expressions, swappable body parts.
4 human characters:
Inmates, prison guards, riot squad (slightly armored version of guards), SWAT team
Warden (optional, if we have time for him)
Made very rough poseable blockout models of those guys
After environment blockouts are finished and cameras are in place, I'm going to place posed dummies all over the place, to figure out how many unique customizations we need for them, depending on how close to camera they are. Something like this:
Also we have a robot guard dogs at some point in the script. Basically an evolved version of BigDog, creepy headless robotic hound, armed with non-lethal shockers.
And futuristic SWAT dropships and old helicopter, all blocked out.
Started working on inmate highpoly, while Matt working on SWAT guy, and Andrew making blockouts of prison interiors.
Bumping it up 'cause Vadim updated his post with a ton of awesomesauce.
And also to tell you guys, a bit more about the back story.
'Cause it ain't no simple prison we've got here. What the poster up there and the entry title were supposed to hint at is that we're in the totalitarian United States circa 2085. Cult of personality and everything that comes with it. Expect some hints to history of civil rights abuse and totalitarian regimes both in real life and in art, that served as an inspiration for some things around here.
This actually provides for a very interesting opportunities on environments and characters. I've been looking at some totalitarian USSR architecture for bits and pieces and I think you'll be pretty surprised to see how well they translate to sci-fi.
As for the technical details I've set up a bunch of DX11 shaders for both character and environments, and will also be using modular materials once again, 'cause I ain't got no time to do them difuses! For characters everything is oldschool, though. Oh, and we're using UDK.
Expect some neat breakdowns and tips later on
Here is the swat guard work in progress. I'm still figuring things out as I go with this guy so things will likely change.
He'll have a lot more pouches, a side arm, and other accessories to bulk him up.
Back to work! Yargg
I love that dogie robot, give me one of those
Matt, this trooper is delicious, man. As soon as I imagine him with all the folds sculpted I just start drooling
Okay so I had some time to do some [size=+1]texture concept art[/size]. I don't know if it's even a thing, but it's the second project where I'm using and it feels like great tool for stylistic research for me. Let me explain:
I don't believe in doing highpolies for environment assets and baking shit down. No baking for environments at all. It takes forever and needs unique textures and it's messy with it's normal basises and all that jazz. I do textures before I make objects. I still suck at concept art. Thumbnail art is as far as I got But seriously though environment preproduction should be about large scale detail, so when I finally get to making my texture sheets I need some visual research on the detail that is going to populate the surfaces of our environment. That's where texture concept art comes in.
Just half a day in photoshops but when you go into ZBrush you have a way clearer idea of the style you're shooting for and will be able to expand upon the visual library you've just created for yourself. You sort of let all the crappy stuff out at this stage
I actually put letters for columns("L""R") and numbers for rows, so let me know what kind of detail you like and what you don't! I'll be building upon this during final texture production. There's also going to be some sort of a smart ass material set-up and I'm looking forward to sharing the process and the materials with you guys, as soon there's more to show.
Thanks for tuning in! Cheers
Glad to see i'm not the only one that textures most of their stuff first
Looking super kick ass though! Can't wait to see everything on their models.
In production, I actually like the idea of if it's a uniquely textured asset - outsource it 'Cause you get way more bang for your buck with tiles and trims, so it's logical to invest in that. And in a way same goes for personal. Leave all the uniquely textured stuff for the end, if you have time.
still some work to be done on face and hands
People want more updates!:)
I really wish to utilize fibermesh since we are not limited with polycount, never tried
any good free fibermesh tutorials out there?
Here's the tutorial that got me started with fibermesh :
https://www.youtube.com/watch?v=VEXJMSPikko
fucking around in marmoset, sorry for glowing eyes
Make him angry >:)
this guy is done, rigged, time to move on
next step would be to create few variations of this dude, with different heads, facial hairs, tattoos.
fibermesh for facial hair, barely visible here, might just use it for some closeups
Just got back from GDC, and still recovering from the drunken madness. Here's my progress on the Swat Guard.
Looks like your team is awesome. Is expected!!!
[ame="http://www.youtube.com/watch?v=B9ei3YLL0z0"]Inmate_Turntable_2 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=acGgUCD70lU"]Inmate_Turntable_1 - YouTube[/ame]
I'm taking a break from inmate character, gonna move on guard dog and aircrafts, while Matt works on swat and guards.
like:
L 2-3-4-6-9-10-11
R 1-12
dislike:
R 10-11-13
As a whole I like the left side better, feels more confined and "prisonish." Even though I realize this takes place in the future. I just prefer the heavy duty, no hope of escape feel of the left.
Keep it up!
this thread makes me happy