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[C&C-request] Development Thread Total Recall.

Dear Polycounts,

We are a team of second year student Visual Arts, and we are currently visualizing a 4 person death match map based around the 2012 Total Recall movie (specifically the Colony).

In order to achieve the highest quality result possible we are looking for C&C from the community/Industry.

We are starting this post at the end of the geometry stage and will keep posting updates as we progress towards the final deadline at the end of this academic year.
We are 120 hours into this project with an 8 member team.

An general overview of our progress so far:

Original level design in UDK by Tim Baijens dia7_by_ristridyn-d8fwfkx.jpg

We broke it down to the core gameplay to solve major scaling errors.

For Research we did not only look at the movie itself but also tried to look at real world reference, and see where the original artists might have gotten their inspiration from. A sample of reference images:

dia11_by_ristridyn-d8fwfke.jpgdia12_by_ristridyn-d8fwfk9.jpg

The pillars of this world are:
- Densely stacked architecture,
- Multicultural Society,
- Artificial Lighting.

In order to create the maximum amount of variety within the architecture we decided to use modular sets. Since every member was supposed to use the same standard sizes they could be swapped around at will between team members.

We all got assigned different parts of the map to focus on and build the modular sets required.

modualoverview_by_ristridyn-d8fwhr1.jpg

Then with a limited set of building-blocks we could assemble the architecture in UE4 (preview renders made outside UE4):

rendermaxhr_by_ristridyn-d8fwhqz.jpg
rendertimanna_by_ristridyn-d8fwhyl.jpg

With every structure we paid close attention to Silhouette, Layering, composition, storytelling and showing the contrast between the present architectural styles.

For optimization sake The modular set was divided into sub-sets. Like the French roof for example: renderrooftiles_by_ristridyn-d8fwhqr.jpg

We did our best to design efficient UV-layouts as well as covering every possible way assembling a sub-set to make sure all shapes within set guidelines were possible.

For the background a team-member build a tool In Houdini to generate stacked structures proceduraly from lowrez modulars. The tool exports the location data to UE4 that then re-assembles them to prevent the structure form becoming unique geometry.

dia20_by_ristridyn-d8fwfj1.jpgdia23_by_ristridyn-d8fwfiu.jpg

Assembly in UE4 with an impression of lighting:

10494375_10204732698470058_4875250487267406062_o_by_ristridyn-d8fwfnr.jpg10498393_10204732698950070_2383369607216451650_o_by_ristridyn-d8fwfnk.jpghttp://fc09.deviantart.net/fs70/f/2015/029/f/a/10620453_10204732699430082_2831495613779029207_o_by_ristridyn-d8fwfne.jpg 10923667_10204732698510059_6603952897027075933_o_by_ristridyn-d8fwfn6.jpg10714372_10204732697750040_2711934415952852620_o_by_ristridyn-d8fwfn9.jpg10926343_10204732697790041_1119226897500260246_o_by_ristridyn-d8fwfmw.jpg10945797_10204732700550110_6802529192342343736_o_by_ristridyn-d8fwfmm.jpg10955678_10204732701470133_3506682019371391608_o_by_ristridyn-d8fwfm9.jpg

We hope this gave you a good general impression of our work so far,
More will be posted in near the future. thank you for reading this thread.
We are into this to learn and would really appreciate Comments and Critique on our progress.

Kind Regards,

ArtEfficient;
Jeroen van Dongen, Loek Gijsebertse, Tim Paauwe, Anastasiya Opara, Anna Richter, Baiba Gedrovica, Corn

Replies

  • LaurentiuN
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    LaurentiuN polycounter
    ohh men, this is looking great i don`t really have any CC to give cuz all looks like a MAKE AWESOME ART button and that thing popped out. Subscribed and waiting for more updates.
  • Auldbenkenobi
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    Auldbenkenobi polycounter lvl 11
    This is really cool, and it's clear you've got a pretty efficient pipeline going on. Looking forward to more updates :D
  • reedweinstock
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    reedweinstock polycounter lvl 8
  • sushi
    great pre-production. Looking very detailed. MORE!
  • MaxBerends
    Hey Polycounters,
    Time for an update on our progress as we are kicking off the texturing stage. Just to clearify, Worldbuilding is only 1 of 4 team assignments that we have to complete simultaneously, so progress can seem a little slow when other assignments take over.
    So for the update: The geometry is still being changed, and buildings added because currently we are having issues distinguishing between playable and non-playable area’s. Aside from that we are setting-up our uv-conventions and creating our texture plans. Enjoy some of these visuals ^^ And again:
    We are posting here hoping to receive C&C from the community to help improve the final result. So please feel free to comment on anything! :D Till Next time, ArtEfficient.material_list_wb2_by_ristridyn-d8i3asw.pngtextureplan_by_ristridyn-d8i3arg.jpgtx3_materialmovieresearch_annarichter_by_ristridyn-d8i3ar4.jpgtx3_materialresearch_annarichter_by_ristridyn-d8i3aq4.jpgtx3_moodboard_baibagedrovica_by_ristridyn-d8i3ap5.jpg
  • Sliterin
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    Sliterin polycounter lvl 11
    It's nice to see how you break process into small pieces. Good look with going forward with it! Gonna wait for it :)
  • MaxBerends
    Today we presented our final cinematic Trailer on our level!

    https://youtu.be/3XROUFR37Jw



    We would appreciate any feedback you can give us, Please feel free to comment.
    Aside from the trailer we also have a Showcase showing the geometry stage and some other fancy behind the scene footage:

    https://youtu.be/gPGICv9vDKo



    We were sorry we could not keep this thread up to date over the last few weeks, but We were forced into multiple other projects by school which forced us to relocate our time.

    This also meant we were only capable of completing about 40% of the map, unfortunately this leads to a rather dark surrounding environment.
    We would still appreciate your feedback and thoughts on the product.

    Cheers!

    Team ArtEfficient
  • Ged
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    Ged interpolator
    really well done! it is a bit dark yeah, the lighting in the area down near the bins is really good though.
  • beefaroni
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    beefaroni sublime tool
    I think the lighting in the map is a bit dark as well. The shot at 1min26sec has the best lighting in my opinion. In comparison, the shot at 46sec is incredibly dark, to the point that I can't even make out the door, which I assume is the focal piece.

    Overall great work though. It's a shame that you have to move on from this project because I think it could be incredible with enough time.
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