Hello, Polycount. I and my friend, Kyoungche Kim have worked on Unearthly Challenge 2013.
Unearthly Challenge is making extreme condition environment in video game engine within 9 weeks from scratch. Kyoungche has done excellent works for texture painting and idea development.
We made Krypolis, the ghost city of dwarves in the underground.
Any critic are welcome. Please feel free to leave comments.
Thanks,
Replies
check 00:55.
http://www.youtube.com/watch?v=ShRGOxtT30A&feature=player_detailpage#t=55
Thanks,
@rambooze
Thanks for leaving a nice critic. I made the railroads without any support because the topic of the contest was making extremely dangerous environment.
Check out my team interview :
http://www.gameartisans.org/unearthlychallenge/icards/ucIII-3d-foredea-entheosk/index-en.php
Thanks to my friends who had wonderful feedback for our team, Pil Gyu Chang, Juhan Lee and Hee Cheol Shin.
Here is some sketches of my team.
Kyoungche Kim's idea sketch
My idea sketch.
During this process, I and Kyoungche Kim thought about the scale of the environment. Since we had only 9 weeks to finish this contest, we knew that we didn't have much time to make epic scale environment.
We agreed that we needed to make reusable assets.
Making underground cave environment seemed reasonable theme for us.
My sketch
Carved city in the giant stalactite was pretty interesting to us. The idea was quite fit to the challenge topic, extreme environment.
My detail sketch with basic lighting render.
Our next question was, "Who were living in this area? Why did they stay this dangerous place like?"
My team set basic story behind the scene. There was ancient dwarf race who had great knowledge about mining and carving. They carved their mining town in the giant stalagmite and gathered useful resources.
The next question was, "What is the common prop in the mining city?"
Kyoungche Kim had crane idea, I had mining cart idea. Also, the dwarf needed the lanterns to reveal the darkness in the underground. Kyoungche did wonderful idea sketch.
Creating modular building assets would save lots of time and maximize our creative. I did some idea sketch about the building modular assets. My team preferred to make unique building style. But the style should be believable and make sense. We researched lots of Russian Art-Deco architectures and Indian architectures which was unfamiliar to public.
My team didn't have enough time to put more details on the concept art. We started do 3D modeling after decided the design. We used Unreal Engine to maximize tile-able textures and vertex painting technique.
We had two version of the Krypolis, ice version and lava version.
I and Kyoungche Kim discussed about this a lot, and decided to proceed the ice version. Because it was easy to understand the situation, "What is the major threat?"
Painting over the screenshot saved maximize our time schedule and easy to decide which part we should put more details. Kyoungche Kim had done wonderful job on the textures. His height textures helped the scene to enrich the detail. Most of part was covered by snow.
And here is the final shots
I like the art style, it's hand painted on the one side but with a realistic touch, very nice.
I've been trying to keep an eye on the next Unearthly Challenge, any idea on when it's going to be? Maybe it's just me but it seems kind of difficult to understand GameArtisan's website and when all these challenges are.