Hi there guys Been lurking that thread for a while, it's such a pleasure to look at all these assets and the process behind them !
I have to say I really like the quick blockout models from the first page, they are so lively and bold But of course I also love the execution of the final assets too, the sharpness you guys are getting out of that inmate, the guard and the swat team is awesome, so clean... The interior shots on page 3 are sleek too !
For what it's worth I have a few suggestions and hints for some references to look at (I hope it's not tool late for that ...)
First off I notice that there is a lot of stuff going on with the inmate outfit (fastening strings, mechanical bits, and so on) wich strikes me as going a bit against the notion of stripped down and humiliating prison pyjamas. Also and more importantly I could see a lot of the details from that outfit potentially being used to craft handmade weapons, and that's a risk that no prison would ever take... Some examples of simple prison outfits I can think of would be the kid in the MGS Ground Zeroes teaser, and Brad Pitt in 12 monkeys. Also the show Oz displays an interesting balance regarding inmate clothing- the prisoners in this show all wear regular clothes, but one can tell that they went through an approval process by the prison administration, only allowing soft fabrics. Maybe they were even purchased through some kind of in-prison store.
About the composition of the wide shots I agree with what has been pointed out - they would deserve to show the action better and closer ! It's hard to find good reference for that but there might be some good stuff to dig up in movies about prison escape.
When it comes to games there is some good, relevant stuff in the Resident Evil series since the camera tends to switch to very cinematic angles when you get caught by zombies. Interestingly the games themselves are quite slow but the composition of the shots often shows great dynamics :
And then for wider angles there is always Starship Troopers and the war and zombie genres to look at, since these have a lot of wide shots with two factions going at each other (often followed by great close-ups, too).
Hope this helps, and good luck for the final stretch !! Looking so sleek already !
k, you guys are all awesome! I wish I had some time to reply to each of you separately but that will have to wait a bit. For now just thank you all very much!
Now we've just scratched the surface with this, 'cause we aimed for a video right from the beginning And video we shall provide, even I don't sleep for another day
I love how the tone of the video is super badass serious action and in the end, 'Team Donkeyballs' haha. Once again awesome job guys, the video really helps demonstrate the scale of work you guys managed to accomplish.
Ye idk, all nice and shiny, but if you look closely the rain splashes were floating above the floor. Kinda disappointing.
In all seriousness, really impressive! You guys must not have slept for a month. So much going on in this scene it's awesome. Congratulations on finishing it!
Phew, I'm finally coming back to my senses here, so it's time to get back to answering all you awesome people
Renaud, Pior, Hazardous, Jacque, Mayday thank you for your detailed input and encouragement on the previous pages - you guys are so awesome and we appreciate you taking the time a great deal
Jacque, we gotta get that beer sometime, man Lemme know if you can't make it this thursday.
tokaru, thanks for believing in us man ILLMATICC, thanks man! With a bit of smart planning and efficient tech it actually doesn't seem like too much Lilith, thanks! fragfest2012, haha let's not jump the gun here Tbh, though, I hardly care about that anymore. I know that we managed to pull of something bold, new and exciting and having been able to that with such great guys is a reward enough for me. cholden, lol, man, almost 2 days passed not in the news yet it would've been funny as hell though. Thanks buddy paranoidMonkey ha-ha, thanks, I wish! fonfa just like proper donkeyballs should be! ^___^ aajohnny, thank you very much, man! Much appreciated Orb, thanks!
Thank you, Jessica. I've just done so much images so far that unless it has a progression and a story to it I can't be bothered to lift up my lazy ass Kyuzo thanks, man. homes44, haha, much appreciated XD I hope you don't, though, even if it's pretty ^__^ MeintevdS, thanks man. Not so bad time-wise to be honest. I'd say the actual production was only a month. But yeah, sleep was progressively decreased towards the end of the challenge. Had to slowly go down from 6 to 4 hours to 0 in the last 2 days. But it was fun. Never knew I could go completely without sleep. Usually I just got sick right away, so it's nice to know that taking more care about of your health sorta pays off ScudzAlmighty, Bogdanbl4, thanks man! You should totally finish up your entry too someday.
If you have any questions make sure to let me know while I think about what kind of breakdowns we might do.
EmAr, haha I wish man I'm just taking long naps in the evening, that's all I've got so far :P
garriola83, we're very happy you found it so ^_^ now on to making something pretty!
Erigo, thanks man!
xvampire, merci man, much appreciated
JacqueChoi, thank you very much, Jacque! See you tonight, man
ZeroStrike, thanks! It's not as much as it seems though, we had to cut down on scale, there are some things that were more or less done that didn't even make it into the final cut But yeah it's all about efficient tech and modularity. It's really not as labor-intensive as it might seem. The biggest work went into lighting, mood, atmosphere and story well for me that is. The guys were just doing crazy awesome characters like they always do with a pinch of modularity on top
Screwonhed, hey man I love bananas too! ^___^
Thanks chaosblade, you're too kind, buddy. Your entry is very nice too!
Thank you luke! parasite7, means a lot coming from you man
Thank you very much, o2car, love your stuff!
Those breakdowns are still coming! Although I'm trying to make something really informative out of it and not necessarily tech centered so it might take a bit.
But anyway there's supposed to be aplently of educational stuff from me popping up very soon ^__^ Quite technical allright, so in case you're interested - keep your eyes peeled
Once again thank you so much for all your support guys! It means a lot to all of us. You make it so worth it. Thank you!
We really appreciate all the support. Our goal was really ambitious from the start. Even though we didn't get every little thing in I am very proud of what we did accomplish. It was a crazy couple of months, to put it lightly.
k, I put some images together I thought I might as well post 'em
They should be pretty self explanatory but if you ever have any questions I'm always more then happy to answer.
So the main idea as usual is going from bigger details to smaller details and allowing for as much procedural or modular filling in of small details as possible.
With the textures the surface volume is separated from surface noise, which is added in the shader from another UV set. This allows you to distort your normal maps all you want without ever messing finer noise on the object. I find this super handy.
Worth noting though that most of the assets and textures here are pretty rushed. They were made to serve the purpose of this contest but for an actual game might need some more polish.
Btw the screen on that monitor is fully emissive with highlights faked with a simple little texture overlay.
On a side note we are considering a team donkeyballs T-shirt if you have any design ideas feel free to suggest. When we were starting Matt said we should do them if we win, but at this point I really don't care anymore. We had a blast doing this contest together and having something to remember it by would be dope I drafted an initial design with some actual donkey balls but it got rejected
Oh, also going through our asset library I found this guy again!
We have him exactly like this in the final scene haha
Luckily you can't see his face. But if you can guess where he is in the level I promise I'll send you that t-shirt if we end up making any
Anyway, if you are interested to know more about all the "procedural" material stuff feel free to check out my older scene "The Desert", if you haven't yet. There are a lot of breakdowns and theory.
Replies
Quick prison guard and gear.
Tried to make the swat guy a little wet. Since he'll be standing out in the rain.
I have to say I really like the quick blockout models from the first page, they are so lively and bold But of course I also love the execution of the final assets too, the sharpness you guys are getting out of that inmate, the guard and the swat team is awesome, so clean... The interior shots on page 3 are sleek too !
For what it's worth I have a few suggestions and hints for some references to look at (I hope it's not tool late for that ...)
First off I notice that there is a lot of stuff going on with the inmate outfit (fastening strings, mechanical bits, and so on) wich strikes me as going a bit against the notion of stripped down and humiliating prison pyjamas. Also and more importantly I could see a lot of the details from that outfit potentially being used to craft handmade weapons, and that's a risk that no prison would ever take... Some examples of simple prison outfits I can think of would be the kid in the MGS Ground Zeroes teaser, and Brad Pitt in 12 monkeys. Also the show Oz displays an interesting balance regarding inmate clothing- the prisoners in this show all wear regular clothes, but one can tell that they went through an approval process by the prison administration, only allowing soft fabrics. Maybe they were even purchased through some kind of in-prison store.
http://www.cinemablend.com/images/gallery/s46711/Metal_Gear_Solid__Ground_Zeroes_13472862983185.jpg
http://cringefringe.com/wp-content/uploads/2012/12/where_is_daddy.jpg
http://joehumphrey.com/journal/wp-content/uploads/2011/07/12monkeys042.jpg
http://cutelypoisoned.files.wordpress.com/2010/04/oz.jpg
About the composition of the wide shots I agree with what has been pointed out - they would deserve to show the action better and closer ! It's hard to find good reference for that but there might be some good stuff to dig up in movies about prison escape.
When it comes to games there is some good, relevant stuff in the Resident Evil series since the camera tends to switch to very cinematic angles when you get caught by zombies. Interestingly the games themselves are quite slow but the composition of the shots often shows great dynamics :
https://www.google.com/search?q=prison+escape+movie&aq=f&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=a52OUeHCIMOT2gWw4ICYCg&biw=1024&bih=508&sei=bp2OUYWpJYG52QWCyYGgCg#um=1&safe=off&hl=en&tbm=isch&sa=1&q=resident+evil+5&oq=resident+evil+5&gs_l=img.3..0l10.23800.27927.19.28403.15.7.0.8.8.0.90.521.7.7.0...0.0...1c.1.12.img.JJWPIm9wQKE&bav=on.2,or.r_qf.&bvm=bv.46340616,d.b2I&fp=2bb388c9536c0a1c&biw=1024&bih=508
http://images1.wikia.nocookie.net/__cb20101219093225/capcomdatabase/images/0/00/Resident_Evil_5_-_Desperate_Escape_wallpaper_-_Jill_Valentine.jpg
http://1.bp.blogspot.com/_u-f_NRxbiK8/S7bidux6yWI/AAAAAAAAAE4/utGVlKkAgv8/s1600/resident-evil-5-20080820033429410.jpg
http://playbetterandjunk.com/wp-content/uploads/2013/04/retro-rev-re5-chris.jpg
And then for wider angles there is always Starship Troopers and the war and zombie genres to look at, since these have a lot of wide shots with two factions going at each other (often followed by great close-ups, too).
Hope this helps, and good luck for the final stretch !! Looking so sleek already !
Now we've just scratched the surface with this, 'cause we aimed for a video right from the beginning And video we shall provide, even I don't sleep for another day
ttyl!
thanks
So much stuff going on
HD, fullscreen w. sound please
Congrats, guys! Awesome work
Congrats to all of you guys So much work !!
In all seriousness, really impressive! You guys must not have slept for a month. So much going on in this scene it's awesome. Congratulations on finishing it!
Renaud, Pior, Hazardous, Jacque, Mayday thank you for your detailed input and encouragement on the previous pages - you guys are so awesome and we appreciate you taking the time a great deal
Jacque, we gotta get that beer sometime, man Lemme know if you can't make it this thursday.
tokaru, thanks for believing in us man
ILLMATICC, thanks man! With a bit of smart planning and efficient tech it actually doesn't seem like too much
Lilith, thanks!
fragfest2012, haha let's not jump the gun here Tbh, though, I hardly care about that anymore. I know that we managed to pull of something bold, new and exciting and having been able to that with such great guys is a reward enough for me.
cholden, lol, man, almost 2 days passed not in the news yet it would've been funny as hell though. Thanks buddy
paranoidMonkey ha-ha, thanks, I wish!
fonfa just like proper donkeyballs should be! ^___^
aajohnny, thank you very much, man! Much appreciated
Orb, thanks!
Thank you, Jessica. I've just done so much images so far that unless it has a progression and a story to it I can't be bothered to lift up my lazy ass
Kyuzo thanks, man.
homes44, haha, much appreciated XD I hope you don't, though, even if it's pretty ^__^
MeintevdS, thanks man. Not so bad time-wise to be honest. I'd say the actual production was only a month. But yeah, sleep was progressively decreased towards the end of the challenge. Had to slowly go down from 6 to 4 hours to 0 in the last 2 days. But it was fun. Never knew I could go completely without sleep. Usually I just got sick right away, so it's nice to know that taking more care about of your health sorta pays off
ScudzAlmighty,
Bogdanbl4, thanks man! You should totally finish up your entry too someday.
If you have any questions make sure to let me know while I think about what kind of breakdowns we might do.
Cheers
congratz guys, for your amazing sweet sweet entry!
one crit tho, the camera move not need to be that crazy ( I know most video game has this kind of camera move)
Yeah. See you at Saint Supice on Thursday!
garriola83, we're very happy you found it so ^_^ now on to making something pretty!
Erigo, thanks man!
xvampire, merci man, much appreciated
JacqueChoi, thank you very much, Jacque! See you tonight, man
ZeroStrike, thanks! It's not as much as it seems though, we had to cut down on scale, there are some things that were more or less done that didn't even make it into the final cut But yeah it's all about efficient tech and modularity. It's really not as labor-intensive as it might seem. The biggest work went into lighting, mood, atmosphere and story well for me that is. The guys were just doing crazy awesome characters like they always do with a pinch of modularity on top
Screwonhed, hey man I love bananas too! ^___^
Thanks chaosblade, you're too kind, buddy. Your entry is very nice too!
parasite7, means a lot coming from you man
Thank you very much, o2car, love your stuff!
Those breakdowns are still coming! Although I'm trying to make something really informative out of it and not necessarily tech centered so it might take a bit.
But anyway there's supposed to be aplently of educational stuff from me popping up very soon ^__^ Quite technical allright, so in case you're interested - keep your eyes peeled
Once again thank you so much for all your support guys! It means a lot to all of us. You make it so worth it. Thank you!
We really appreciate all the support. Our goal was really ambitious from the start. Even though we didn't get every little thing in I am very proud of what we did accomplish. It was a crazy couple of months, to put it lightly.
Best of luck everybody.
They should be pretty self explanatory but if you ever have any questions I'm always more then happy to answer.
So the main idea as usual is going from bigger details to smaller details and allowing for as much procedural or modular filling in of small details as possible.
With the textures the surface volume is separated from surface noise, which is added in the shader from another UV set. This allows you to distort your normal maps all you want without ever messing finer noise on the object. I find this super handy.
Worth noting though that most of the assets and textures here are pretty rushed. They were made to serve the purpose of this contest but for an actual game might need some more polish.
Btw the screen on that monitor is fully emissive with highlights faked with a simple little texture overlay.
On a side note we are considering a team donkeyballs T-shirt if you have any design ideas feel free to suggest. When we were starting Matt said we should do them if we win, but at this point I really don't care anymore. We had a blast doing this contest together and having something to remember it by would be dope I drafted an initial design with some actual donkey balls but it got rejected
Oh, also going through our asset library I found this guy again!
We have him exactly like this in the final scene haha
Luckily you can't see his face. But if you can guess where he is in the level I promise I'll send you that t-shirt if we end up making any
Anyway, if you are interested to know more about all the "procedural" material stuff feel free to check out my older scene "The Desert", if you haven't yet. There are a lot of breakdowns and theory.
Cheers
T.