Hi guys, so this is my side of my senior thesis. The in game images are in Unreal Engine 4. I worked with three other guys and they should be posting their stuff up soon as well. We're still finishing it up so there might be more things we can share later on as well.
The shortest way to sum up this project is: Alternate 1930s-40s world. Different technological powerhouses have come together at the world fair to showcase the technologies they'll be using for their fighting robots.
I really love this! The detail and colourful lights in the first screenshot are really, really nice. You've definitely captured the art-deco style very well.
Really impressed by the outdoor area, great lighting and tons of detail!
Not so much the interior. That just looks like a clutter of unidentifiable sci-fi nonsense, if you asked me to guess what anything at all was for I'd have no clue. As I was first passing by it I mistook it for another collection of random assets rather than an actual scene.
Thanks all! @locater16: thanks for the crit. I agree that I should have made some more identifiable pieces that are easier to distinguish. Here's some video if this will help. The idea is that this technology is on display at the theater: Atomic Theater Video
This is awesome! Really great job! How did you go about making the lighting nightime? Which seems like an odd question so I guess, can I see your lighthing set up? Please!
Wow. First thought was "this is amazing" followed by "damnit these guys are graduating soon" back to "holy balls that is amazing". I love all the work you put into this. THIS IS WHAT YOU DO DURING SCHOOL PAST DAN!!!
Nice work, is the scene animated? if so holy shit.
I like the fire works above the entrance as well as everything else.
Agree with the random clutter comments, otherwise nice work you guys.
I thought I'd update with some of my contributions to Rivetbusters.
These are gifs from some of the stylized shots I worked on for the project. Full disclosure: These shots were done in UDK, we decided the risk was too high to reproduce the custom lighting and materials in UE4 with the time allotted for the project.
The goal was to capture the feel of a parallaxing art deco poster:
Atomic
Tesla
Diesel
Here are some posters I made to bring bring some environmental storytelling into our shots:
This is of my floating Tesla Platform:
Jati already posted a shot of my character The Engineer in his environment, but here's a close up shot:
There are obviously still a great deal of things I'd like to fix, but our deadline is pretty much upon us. I'm reasonably happy with what I've learned, and this was a super challenging project. So cheers! Crit welcome.
I see a huge problem here. 2/3 persons in this project doesn't shove their portfolios in my face. Sorry for off topic, but dudes. Make your self's easier to reach!
Shiiiny, seriously guys, you need bit better respect real life materials behavior, you have great assets, but picture looks like before GI era, some sort of scanline 3dsmax renders from 2000.. And with all its details, effects and different light colors image and composition become quite destroyed... But for sure great start and nice style.
This is awesome! Really great job! How did you go about making the lighting nightime? Which seems like an odd question so I guess, can I see your lighthing set up? Please!
Hey, I was meaning to reply to this, maybe I can get more construction shots in here. I hope something like this gif helps show how I lit/ set up my reflection actors. While I had experience creating assets for Fortnite, this was really my first PBR environment (like a lot of people).
We should have a video we can show once we're done in about a week or so as well :icon60: We worked with a composer , a sound designer, and a voice actor to tie everything together. Robots fighting, fireworks in action and cars going around and all.
I see a huge problem here. 2/3 persons in this project doesn't shove their portfolios in my face. Sorry for off topic, but dudes. Make your self's easier to reach!
As others have mentioned, the material definition on the robots is not believable. What kind of metal are you going for?
Additionally, I'd love to see more texturing work on the robots that respects and helps define the underlying forms. Right now it looks as if a generic repeating texture was thrown on with no attention to where edges or concavities are. Even some slight smudging or specular variation on edges can go a long way. This work is more beat up than what you're going for, but imo is a great example of textures that accentuate the shapes http://polygoo.com/vehicles/.
Serial Lens: I'm a big fan of Alan's work. He knows how to work those textures. Most of the robot renders are renderman shots without much meaning behind the tileable textures other than material definition. I think we should have beat up our in-game models a bit more, but hopefully you'll get to see it sometime next week once we're done with the cinematic trailer.
kernersvillan: Thanks man! I had a lot of fun with them.
Ribtibs: Thanks!
Here's a little preview of some of the fight sequence shots:
You guys have done some pretty amazing stuff here.
I'd love to see you guys actually turn this into a full fledged game.
Maybe Kickstarter?
Anyway, love to see some more posts, keep it up.
We've been busy finishing up the cinematic trailer, and it's finally done! We'll have it up in no too long.
Zepic: It's funny that you say that because it actually is within our plans to start a kickstarter for this project. We currently have an extremely rough prototype.
Artaekos: I'd say I spent about 1 year in highschool just teaching myself in 3ds max. Then another 3 in college.
HA it is animated, nice job, i agree with a lot of comments about starting something, jump on that a.s.a.p. otherwise i like how you guys put this together.
I am also glad it wasn't too short.
Thanks a lot guys! It was a lot of work and team effort to put together as whole trailer. Unfortunately, it didn't go past a simple fighting game prototype, but it's sure made a great portfolio piece for all of us
Replies
Love that robot.
One minor crit; the fireworks look a bit weird.
[IMG]http://www.aryodarmawan.com/wpcontent/uploads/2013/11/HighPolyModeling_1.jpg[/IMG ][/img]
Not so much the interior. That just looks like a clutter of unidentifiable sci-fi nonsense, if you asked me to guess what anything at all was for I'd have no clue. As I was first passing by it I mistook it for another collection of random assets rather than an actual scene.
@locater16: thanks for the crit. I agree that I should have made some more identifiable pieces that are easier to distinguish. Here's some video if this will help. The idea is that this technology is on display at the theater:
Atomic Theater Video
Also forgot to post the high poly of the car:
nice work
You seam to have problems with the reflections on the right car? Do you have screen space reflections on?
I like the fire works above the entrance as well as everything else.
Agree with the random clutter comments, otherwise nice work you guys.
I thought I'd update with some of my contributions to Rivetbusters.
These are gifs from some of the stylized shots I worked on for the project. Full disclosure: These shots were done in UDK, we decided the risk was too high to reproduce the custom lighting and materials in UE4 with the time allotted for the project.
The goal was to capture the feel of a parallaxing art deco poster:
Atomic
Tesla
Diesel
Here are some posters I made to bring bring some environmental storytelling into our shots:
This is of my floating Tesla Platform:
Jati already posted a shot of my character The Engineer in his environment, but here's a close up shot:
There are obviously still a great deal of things I'd like to fix, but our deadline is pretty much upon us. I'm reasonably happy with what I've learned, and this was a super challenging project. So cheers! Crit welcome.
But modeling! Nice stuff.
And here's the robot that I modeled. He is meant to be smaller, sleeker, and faster than the other bots. This turnaround was rendered in Renderman.
Hey, I was meaning to reply to this, maybe I can get more construction shots in here. I hope something like this gif helps show how I lit/ set up my reflection actors. While I had experience creating assets for Fortnite, this was really my first PBR environment (like a lot of people).
We should have a video we can show once we're done in about a week or so as well :icon60: We worked with a composer , a sound designer, and a voice actor to tie everything together. Robots fighting, fireworks in action and cars going around and all.
Here we go:
Aryo Jati Darmawan
Garrett Stevens
Clayton Chod
My portfolio in my signature below (or here) ▽
As others have mentioned, the material definition on the robots is not believable. What kind of metal are you going for?
Additionally, I'd love to see more texturing work on the robots that respects and helps define the underlying forms. Right now it looks as if a generic repeating texture was thrown on with no attention to where edges or concavities are. Even some slight smudging or specular variation on edges can go a long way. This work is more beat up than what you're going for, but imo is a great example of textures that accentuate the shapes http://polygoo.com/vehicles/.
But seriously, this is awesome.
Serial Lens: I'm a big fan of Alan's work. He knows how to work those textures. Most of the robot renders are renderman shots without much meaning behind the tileable textures other than material definition. I think we should have beat up our in-game models a bit more, but hopefully you'll get to see it sometime next week once we're done with the cinematic trailer.
kernersvillan: Thanks man! I had a lot of fun with them.
Ribtibs: Thanks!
Here's a little preview of some of the fight sequence shots:
I'd love to see you guys actually turn this into a full fledged game.
Maybe Kickstarter?
Anyway, love to see some more posts, keep it up.
Zepic: It's funny that you say that because it actually is within our plans to start a kickstarter for this project. We currently have an extremely rough prototype.
Artaekos: I'd say I spent about 1 year in highschool just teaching myself in 3ds max. Then another 3 in college.
In the meantime, here's another shot of the city:
That Atomic Power screenshot.. Hnng..
[ame]www.youtube.com/watch?v=AmWv71QBT54[/ame]
It's like Real Steel with a Bioshock feel
I am also glad it wasn't too short.