I tried to focus on an environment that would have indoor and outdoor elements. Open space long distance, and possibilities of corridor close combat. Thanks!
Thanks to those who provided comments and feedback. Saw lots of cool work all around. Happy to participate, and look forward to more concept art contests here on Polycount.
So here's my final. It's called "Duel at the bell of the gods". Basic thought behind this concept is a giant bell in a temple that the Gen Mo'Kai used to ring every time they wanted to reach their gods. Ingame this bell could be used to create blast waves that push you through small tunnels to reach particular places of the map very fast.
Hello everyone! I love so much of the work provided here this will truly be an awesome Unreal Tournament.
My final theme... I wanted to create a theme to highlight the UE4 engine's water capabilities.
[Mid Tech] "Vortex" is a hydro power plant that uses the new gravitational vortex turbine technology. Part dam, part power plant and part water-slide. Players could transverse all parts of the level including the pipes when the current's aren't running wild. Other mechanics are possible such as entering into pumped pipes sucking them down and spitting them out somewhere else in the level, recycling the water and keeping the perpetual facility going.
Here's the dam running on auxiliary power. Mostly drained, paths open up on lower levels. And I spent time to work on conveying the main water vortex. In addition, the water could be completely shut off and drained for the whole area being a playspace.
The level is situated in a massive abadoned power-station in the middle of a drained ocean...Wide industrial spaces connected by bridges and narrow alleys characterize this gameplay.
hey,
this is on of my final entries.
UTMC- Shaky(shaky because i wasn´t sure about the setting^^)
WIP : http://www.polycount.com/forum/showthread.php?t=137005
the setting should be including a mix between rock,technical sci-fi stuff and water to generate some variety-a contrast between smooth water,harsh stone and shiny metal
Pew, finally made it . The Idea is a mining facility on a far away planet. The facility is constructed from many parts. So that, wherever its needed you just transport the facility building kit and plug the different corridors and room parts together. Kind of like the containers on a construction side .
The theme is a facility built on a planet with significant lightning activity in the atmosphere. The facility is designed to harvest and harness said lightning.
Thanks for the contest and opportunity. This gave me a great chance to challenge myself and try to learn something new.
DM-Nova is a vertical 4 player map with 3 levels. It takes place on a scorched planet in a old Liandri observation outpost monitoring a star about to go supernova.
It was fun watching all your guys submissions and having something to jam on together. Best to all the entrants!
Here are my final 2 images. An old derelict prison, with tunnels into the solid glacier which has started to separate. Stay frosty!
Hey guys! Congratulations with all the awesome artwork you all delivered! It's been pretty crazy, since I started only last Friday and I've never digipainted before. So to say this contest has been an educational experience is a vast understatement.
Hey Epic and Polycount! I only had a chance to get started yesterday, but I'm really happy to have been able to enter this contest. The name of my piece is "Desecrated Gardens". I forgot to include the "UTMC -" suffix in my wip thread, hope that's ok. Anyways, hope people like my entry. In case it's needed, my personal info can be found on my website: http://derekrestivo.com/. Cheers.
[FONT=Arial, sans-serif][Note: The whole hurricane gimmick expanded upon in the W.I.P. is entirely optional][/FONT]
[FONT=Arial, sans-serif] There's a bit more grandiloquence going on in the W.I.P. thread, but what Jungle Gym is in basic is an automated ecological research facility, not quite derelict but undisturbed. Though built and maintained by researching humans, they only ever interact with Jungle Gym at its periphery, delicately gleaning information by the various bits of measuring equipment hidden throughout. An eye-contact-avoiding relationship like a zookeeper might have with the predators he looks after. But when seized as an arena for the unreal tournament, this precaution in a predators enclosure analogy becomes even stronger. Elaboration on ideas not captured in the more highly finished images can be found in the thumbnails following them.[/FONT]
This image has been resized. Click this bar to view the full image. The original image is sized 2400x1800.
[FONT=Arial, sans-serif]1. Measuring equipment failing to disguise itself as the branches and knots of a tree. Half garden half jungle.[/FONT]
[FONT=Arial, sans-serif]2. A whirring electrical box painted in camouflage to its surroundings. Power supply to the cloud positioning fans behind it. [/FONT]
[FONT=Arial, sans-serif]3. Air vents between the stalactite ceiling of a cave.[/FONT]
[FONT=Arial, sans-serif]4. Contrived rock formations too ideal to occur naturally such as those seen in polar [/FONT]
[FONT=Arial, sans-serif]bear enclosures and fish tanks alike. [/FONT]
Obsolete would be a map set on a cluster of garbage propelled into a decaying orbit around a cooling sun (hopefully this dim sun could also serve to soften the light on metal reflection). Entirely automated, Obsolete would also probably fall within the derelict facility set as newly produced Liandri compacting equipment cube and stack bricks of outdated or otherwise irreparable equipment (mining machinery, tournament causalities, etc.), lifting off, as would be seen in the skybox, just as the metal of these moon-sized cubes start to glow from the heat.
This image has been resized. Click this bar to view the full image. The original image is sized 2208x1800.
This image has been resized. Click this bar to view the full image. The original image is sized 2512x1392.
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1. Of the structured side of Obsolete. Trenches; a place for flak cannon spawns. Possibility of crane arms adding and repositioning cubes, an evolving maze.
2. Demonstration of crane functionality. A platform in the air, an obstacle on the ground.
3. An industrial sized garbage disposal. Whirring sparks when parts or Liandri are dropped in, blood for everyone else.
4. The end of a scrap conveyor belt, a waterfall dropping from the structured side of Obsolete, back into the unstructured. A semi-sentient crane pecking over scrap piles on the right, sifting with its beak for Liandri carrion.
5. A show of all the colors and textures of a scrapyard. Brass dunes of spent rifle casings. Jagged, unrefined plates of mining equipment. Color:
[FONT=Arial, sans-serif] Don't throw the baby out with the bath water, here's my attempt at a Necris themed map With regards to the new visual direction.[/FONT]
This image has been resized. Click this bar to view the full image. The original image is sized 2545x1843.
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Three shots from my level, which is based off a factory which harvests heat from active magma flows on a small planet that's burning up from the inside out. Once robust, the factory is falling into disrepair, and you have to fight amidst the chaos. First image is the level entry point and the one area that's still somewhat operational. Second and third show the chaotic journey through the rest of the level, which is full of environmental hazards- such as the out of control trains that pass by on the rails constantly, not to mention piping hot magma spouts.
Hi all, already posted my entry before deeadline in the temporary thread that was set up after this one closed early, but saw this had re-opened so thought I'd post here too just to be safe! WIP thread : http://www.polycount.com/forum/showthread.php?t=138106
Ah, thanks goodness this was fixed! Thanks. Puts my mind at ease!
Good luck to everyone!
Here's the summary of my work/concept, it portrays an old highrise industrial facility built in the middle of a big city.
The WIP thread can be found here.
Original resolutions are 3834x2202, in case this information would be in any way interesting or necessary.
Indoor (based on Shot07) (first one)
Outdoor (made from scratch) (second one)
Replies
I tried to focus on an environment that would have indoor and outdoor elements. Open space long distance, and possibilities of corridor close combat. Thanks!
Thanks to those who provided comments and feedback. Saw lots of cool work all around. Happy to participate, and look forward to more concept art contests here on Polycount.
My finals version. This is a secret base for production of metal does not react to gravity.
WIP thread: http://www.polycount.com/forum/showthread.php?t=137824
Here's my entry
http://www.polycount.com/forum/showthread.php?t=138066
good luck!
WIP
http://http://www.polycount.com/forum/showthread.php?t=138082
My idea is a dead/wrecked warp gate. I love the maps that orbit planets and wanted to explore the idea of a playspace that was inside of a warp gate
WIP thread:
http://www.polycount.com/forum/showthread.php?t=137700
This is an old and abandoned supplies base now overgrown. Perfect for 4-6 players.
W.I.P.
http://www.polycount.com/forum/showthread.php?t=138111
Interior
I propose a suffocating enviroment with threatening flowers and pollen clouds.
My WIP link is http://www.polycount.com/forum/showthread.php?t=138119
Congratulations to everybody for your concept arts. Most are amazing, and make me feel ashamed.
It would allow some interesting games of glare, glows and solar beams.
The WIP thread is http://www.polycount.com/forum/showthread.php?t=138120
Again, congratilations to everybody for your amazing work.
So here's my final. It's called "Duel at the bell of the gods". Basic thought behind this concept is a giant bell in a temple that the Gen Mo'Kai used to ring every time they wanted to reach their gods. Ingame this bell could be used to create blast waves that push you through small tunnels to reach particular places of the map very fast.
Here's the wip thread: http://www.polycount.com/forum/showthread.php?t=138010
My final theme... I wanted to create a theme to highlight the UE4 engine's water capabilities.
[Mid Tech] "Vortex" is a hydro power plant that uses the new gravitational vortex turbine technology. Part dam, part power plant and part water-slide. Players could transverse all parts of the level including the pipes when the current's aren't running wild. Other mechanics are possible such as entering into pumped pipes sucking them down and spitting them out somewhere else in the level, recycling the water and keeping the perpetual facility going.
Here's the dam running on auxiliary power. Mostly drained, paths open up on lower levels. And I spent time to work on conveying the main water vortex. In addition, the water could be completely shut off and drained for the whole area being a playspace.
Wip Here
http://www.polycount.com/forum/showthread.php?t=137762
My theme : Chaos Island
The title is for the final version and the chaotic process too ===> WIP http://www.polycount.com/forum/showthread.php?t=138094
Theme: Derelict Facility
The level is situated in a massive abadoned power-station in the middle of a drained ocean...Wide industrial spaces connected by bridges and narrow alleys characterize this gameplay.
WIP link : http://www.polycount.com/forum/showthread.php?t=138117
this is on of my final entries.
UTMC- Shaky(shaky because i wasn´t sure about the setting^^)
WIP : http://www.polycount.com/forum/showthread.php?t=137005
the setting should be including a mix between rock,technical sci-fi stuff and water to generate some variety-a contrast between smooth water,harsh stone and shiny metal
UTMC-Electric
WIP: http://www.polycount.com/forum/showthread.php?p=2113179#post2113179
i focused more on forms and shapes rather than colour
My WIP:
http://www.polycount.com/forum/showthread.php?p=2113173#post2113173
UTMC - Oldschool(because of the combination of sci fi stuff and fire)
WIP: http://www.polycount.com/forum/showthread.php?p=2113190#post2113190
Theme #1 UTMC Space High Tech / Cargo Ship
WIP
WIP
WIP
My WIP here
Link to WIP thread.
The theme is a facility built on a planet with significant lightning activity in the atmosphere. The facility is designed to harvest and harness said lightning.
Thanks for the contest and opportunity. This gave me a great chance to challenge myself and try to learn something new.
Good luck all!
DM-Nova is a vertical 4 player map with 3 levels. It takes place on a scorched planet in a old Liandri observation outpost monitoring a star about to go supernova.
Link to my WIP thread
Larger version of the image here
WIP
http://www.polycount.com/forum/showthread.php?t=138020
That's my entry:
I wanted to join a scifi setting with ancient ruins; I also wrote a short story to justify this overlapping of settings in my WIP thread:
http://www.polycount.com/forum/showthread.php?t=138130
It was fun watching all your guys submissions and having something to jam on together. Best to all the entrants!
Here are my final 2 images. An old derelict prison, with tunnels into the solid glacier which has started to separate. Stay frosty!
and here is the WIP thread.
http://www.polycount.com/forum/showthread.php?t=137609
WIPs: http://www.polycount.com/forum/showthread.php?t=137392
Link to WIP thread: http://www.polycount.com/forum/showthread.php?t=138036
There's been some really unique paintings floating around in this thread, it's been interesting to see all the different ideas people have.
Here is my WIP thread:
http://www.polycount.com/forum/showthread.php?p=2113297#post2113297
Final entry:
Amethyst Station
That's my entry:
And here is the WIP thread:
http://www.polycount.com/forum/showthread.php?t=137812
WIP thread:
http://www.polycount.com/forum/showthread.php?p=2113320#post2113320
WiP thread: http://www.polycount.com/forum/showthread.php?t=137878
PS: I hope that Ive counted timezones correctly and uploaded it in time.
WIP thread:
http://www.polycount.com/forum/showthread.php?p=2105903#post2105903
To all the artists who've entered in the contest: Good luck!
Be sure to Follow us on Facebook & Twitter. In the coming days we'll announce the winner's of the contest as chosen by Epic.
Click here for full contest details.
[FONT=Arial, sans-serif][Note: The whole hurricane gimmick expanded upon in the W.I.P. is entirely optional][/FONT]
[FONT=Arial, sans-serif] There's a bit more grandiloquence going on in the W.I.P. thread, but what Jungle Gym is in basic is an automated ecological research facility, not quite derelict but undisturbed. Though built and maintained by researching humans, they only ever interact with Jungle Gym at its periphery, delicately gleaning information by the various bits of measuring equipment hidden throughout. An eye-contact-avoiding relationship like a zookeeper might have with the predators he looks after. But when seized as an arena for the unreal tournament, this precaution in a predators enclosure analogy becomes even stronger. Elaboration on ideas not captured in the more highly finished images can be found in the thumbnails following them.[/FONT]
This image has been resized. Click this bar to view the full image. The original image is sized 2400x1800.
[FONT=Arial, sans-serif]This image has been resized. Click this bar to view the full image. The original image is sized 1856x691.[/FONT]
[FONT=Arial, sans-serif]1. Measuring equipment failing to disguise itself as the branches and knots of a tree. Half garden half jungle.[/FONT]
[FONT=Arial, sans-serif]2. A whirring electrical box painted in camouflage to its surroundings. Power supply to the cloud positioning fans behind it. [/FONT]
[FONT=Arial, sans-serif]3. Air vents between the stalactite ceiling of a cave.[/FONT]
[FONT=Arial, sans-serif]4. Contrived rock formations too ideal to occur naturally such as those seen in polar [/FONT]
[FONT=Arial, sans-serif]bear enclosures and fish tanks alike. [/FONT]
WIP
Obsolete would be a map set on a cluster of garbage propelled into a decaying orbit around a cooling sun (hopefully this dim sun could also serve to soften the light on metal reflection). Entirely automated, Obsolete would also probably fall within the derelict facility set as newly produced Liandri compacting equipment cube and stack bricks of outdated or otherwise irreparable equipment (mining machinery, tournament causalities, etc.), lifting off, as would be seen in the skybox, just as the metal of these moon-sized cubes start to glow from the heat.
This image has been resized. Click this bar to view the full image. The original image is sized 2208x1800.
This image has been resized. Click this bar to view the full image. The original image is sized 2512x1392.
This image has been resized. Click this bar to view the full image. The original image is sized 1859x691.
1. Of the structured side of Obsolete. Trenches; a place for flak cannon spawns. Possibility of crane arms adding and repositioning cubes, an evolving maze.
2. Demonstration of crane functionality. A platform in the air, an obstacle on the ground.
3. An industrial sized garbage disposal. Whirring sparks when parts or Liandri are dropped in, blood for everyone else.
4. The end of a scrap conveyor belt, a waterfall dropping from the structured side of Obsolete, back into the unstructured. A semi-sentient crane pecking over scrap piles on the right, sifting with its beak for Liandri carrion.
5. A show of all the colors and textures of a scrapyard. Brass dunes of spent rifle casings. Jagged, unrefined plates of mining equipment. Color:
[FONT=Arial, sans-serif]zinc/cobalt = blue[/FONT]
[FONT=Arial, sans-serif] brass = yellow/green[/FONT]
[FONT=Arial, sans-serif] copper = brown/orange/red[/FONT]
[FONT=Arial, sans-serif] steel = white/black '[/FONT]
6. A metal forest made of magnet cranes picking for magnetic material over hillocks of scrap.
WIP
[FONT=Arial, sans-serif] Don't throw the baby out with the bath water, here's my attempt at a Necris themed map With regards to the new visual direction.[/FONT]
This image has been resized. Click this bar to view the full image. The original image is sized 2545x1843.
This image has been resized. Click this bar to view the full image. The original image is sized 2628x1442.
This image has been resized. Click this bar to view the full image. The original image is sized 1856x346.
[/FONT]
Not as polished as my other submissions, I feel Jawbreaker's concept might still be concise enough to be appreciated. WIP.
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Here's a link to my WIP thread:
http://www.polycount.com/forum/showthread.php?t=137409
This is my WIP thread http://www.polycount.com/forum/showthread.php?t=136999
and this is my submission
http://www.polycount.com/forum/showthread.php?t=138070
Good luck to everyone!
Here's the summary of my work/concept, it portrays an old highrise industrial facility built in the middle of a big city.
The WIP thread can be found here.
Original resolutions are 3834x2202, in case this information would be in any way interesting or necessary.
Indoor (based on Shot07) (first one)
Outdoor (made from scratch) (second one)
WIP: http://www.polycount.com/forum/showthread.php?t=138137
Wip thread: http://www.polycount.com/forum/showthread.php?t=138116
Final: http://www.polycount.com/forum/attachment.php?attachmentid=18901&d=1407216238
ADMIN EDIT: Please update this post with actual images/content in addition to the links.