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"Mod Facade" Challenge - Adam Bromell - Old Man Macro's Robot Repairs

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polycounter lvl 19
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adam polycounter lvl 19
Yeesh, how can I resist? I'll be taking a break from this to participate in this challenge that's just too good to pass up.

Overview
I'm going to enter in this challenge with a piece that isn't "real world" and stretch myself from my comfort zone. The goal is to create a believable facade that'd exist in a world similar to that seen in Blade Runner or Gunnm.

I'm going to be working with a concept created by a friend & coworker, Cesar Rizo, specifically for this challenge.

The Story
.: Electronic Memory Imprint, World Date: 3030.
:Macro Cosmo - 4th Quarter, Upper West Tribune
I can't remember the last time I sent in an EMI. If this is seen by anyone other myself than I fear I have finally fallen ill and the nano-vaccine no longer works.

If memory serves me right, its the year 3030. The corporations have ceased all further parts development and left us down here to carry on ourselves. They never gave a reason, I suppose they felt they didn't have to, but without any new parts being produced things have gotten especially frightening.

The technology here is aging. Hell, our entire world is aging. It's dirty. I don't leave it often, but whenever I peer through the glass at the front of the shop I see a world overrun with crime, make-shift mayhem, and suspended happiness. Ever since the last corporation left its been a who's-who war over ownership of the rarest parts. Humans destroying the robots. The robots murdering humans.

Except for me its different. I suppose I am lucky. I don't know why, but I don't get any trouble from anyone: Humans or robots a like. It's perplexing, but so long as I am alive I do not dare question this luck.

I've been running my shop now for nearly 120 years. No one can repair like I do. (Or so I like to believe, ha!) Specializing in rare augmentations by way of even rarer parts has helped my reputation around here. I'm up to three full recoveries a day. THREE! However, my rarities aren't arriving as much as they used to and I can't help but feel they will one day stop. The people here are too fickle to wait around for me to find a new source and if this happens business will slow down and I will quickly become nothing but a memory. At least a memory. I hope.

So please, accept this EMI as a tentative final EMI to be read by whomever ventures deep enough in the databank. Accept this EMI, as brief as it is, as testimony to the protests the corporations experienced when they threatened departure. You see, had they have stayed, I wouldn't have had to write this. My shop, no.. my life would have still flourished.

But alas, here it is.

Here is my life.

An image scan of my shop.

[IMAGE]

-MC
References

I tend to collect references not only for structural ideas, camera positions, lighting setups or prop lists, but also for an overall feeling I'd like to portray.

Here are some of my references for this scene taken from Blade Runner & Gunnm.

modfacaderef.jpg

Replies

  • Tumerboy
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    Tumerboy polycounter lvl 17
    Sweet! Can't wait to see what you make Adam!

    This is looking great btw: http://boards.polycount.net/showthread.php?t=52743
  • PolyHertz
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    PolyHertz polycount lvl 666
    oh hell yes, I love Gunnm! Really looking forward to seeing how far you end up pushing the concept on this one.
  • Psixos
    Hey Adam I really like your backstory and your ref rocks! Can't wait to see how it pans out.
  • adam
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    adam polycounter lvl 19
    Right on! Thanks :) I have a friend visiting me until the 6th so I doubt I can do much work on it from now until then. But once he's gone I will be back in full swing !
  • adam
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    adam polycounter lvl 19
    Let me know if anyone has any questions about what's been mentioned in here and I will do my best to answer them.

    Alrighty - I'm definitely behind the pack for this contest and I still can't really begin this until Sunday night of this week (I'll have to haul some serious ass!) but I have definitely been thinking & planning along with Cesar who was kind enough to concept up my thoughts on how this puppy will look.

    So, here's what I'm likely going with:
    modfacade_outline1.jpg

    The base building itself is fairly modern with some simple shapes to it. Nothing special here.

    The real magic will come from the added props, which will be getting roughly 2048x1024 of texture space (more than plenty!).

    Oldman Macro's shop will start with its own 1024x1024 texture space as well, so I can cram as many little nick-nacks & signage in to it as I can.

    I won't bother drawing out specific UV locations of each element, as that's entirely up for changes on the fly, but what I can do is offer a brief outline of my texture space. One thing to note is I will still be cramming all of this on to a single 2048x2048 rather than multiple textures. The reason being is that there's not telling where I may need the space. If I need to overlap some UV's on the 1024x or 512x lines than having it on single sheet will make this insanely easy to do. (Re: Let's say I don't need the full 1024x1024 space for Oldman Macro's shop, I can use that space for some of the prop textures, or vice-versa).

    Very general texture real-estate:
    modfacade_outline2.jpg

    Talking to Cesar we may change the material of the pillars @ the bottom so that I don't have to worry about angled lines and such (where the lines diverge downward towards the arches). We're also going to make the left side of the building 3 windows wide so that the geometry on the right can be re-used on the left.

    I may ask that the building be a couple of floors shorter all around, so that the prop count can go down, but that's about it.

    Oh ya! One more thing! The sound-track for this project is "Crimewave" by Crystal Castles:
    [ame]http://www.youtube.com/watch?v=8URy80OoptM[/ame]

    Let me know if anyone has any questions about what's been mentioned in here and I will do my best to answer them.

    Additionally, I'll be cataloging my work flow as much as possible for this project to add to the educational portion of this challenge.
  • Kawe
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    Kawe polycounter lvl 8
    Sick and slick. I look forward to seeing the results :)

    What comic is that?
  • adam
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    adam polycounter lvl 19
    Gunnm/Battle Angel Alita, the best one ever.
  • Michael Knubben
    The soundtrack for this project is THEFT OMG.

    http://torontoist.com/2008/06/people_who_live_in_crystal_castles.php
    http://www.pileup.com/babyart/blog/?p=81
    http://www.pileup.com/babyart/blog/?p=130

    Looking forward to seeing some 3d stuff. Loving the face I can see in the middle arch :D
  • adam
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    adam polycounter lvl 19
    Finally had a chance to begin. After a few hours the main base of the building is coming through. I've taken some liberties over the concept (extending the building outward to the left more, unifying the arches size, etc) so that the texture real-estate is optimal.

    Oldman Macro's shop and the rest of the techno-junk props will be done throughout the week.

    I'll post texture layout schematics once there's more to tell about.

    getcrackin.jpg
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Great start so far. :D
  • motives
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    motives polycounter lvl 18
    yea looks cool.

    im a little confused by the left arc though. Maybe unify the two other arcs but leave that one as a door-sized smaller one? Because it looks kinda squished atm imo and i think the piece would benefit from the variation
  • IronHawk
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    IronHawk polycounter lvl 10
    nice Adam! This theme makes me think of the Finn in Neuromancer.

    Quick question though on the top row or two of windows. I've heard it's usually best to just project those to a plane for texture to save the polys. Though these days I here more about texture limits and less on poly limits.

    I'm wondering why you chose to go with leaving those modeled instead of a plane?
  • adam
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    adam polycounter lvl 19
    Josh - thanks!
    Motives - I'll have a bunch of junk on and around that left arch, I doubt you'll even notice it!
    Iron - depends on the game really. In this case I'll leave it as it is for now. If I'm over my 20k tri budget they'll be the first things to get reduced. Good catch ;)
  • Kawe
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    Kawe polycounter lvl 8
    I like the buildings. It's like the city got so crowded that they had to put the buildings on stilts in order to get some sunlight into the windows.
  • ohnein
    I really love this one Adam. Lots of room for creativity and little details. Hopefully a little color as well. ;o
  • adam
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    adam polycounter lvl 19
    Thanks :)

    Alright, so--

    One thing I believe about modular design is that it happens on all levels of environment art. From high-level architecture to the props that dress it. For my piece, I wanted to not only create a building facade but to also dress it with props that were made using modular pieces - something we've been calling 'legos' around the office lately - with a very minimal amount being otherwise.

    For the 'legos' in the screen shot below there's only 1 copy of each piece. This is to show them in their cleanest and most snapped state. There will likely be a couple variations of each that when placed next to their counter-part lego, will make for some interesting set dressing. I didn't include all of my pieces in the second screenshot seen below, but here are some notes on the legos:
    • The corregated metal shanty legos consist of a ceiling/covering, support wood beams, flooring, and front covering. The actual corregated metal panels will have 2 variations of distress in the end once I am done unwrapping.
    • The gas tanks have piping that can be copied & turned a myriad of ways in order to make interesting pipelines. I'll have the geometry intersect where each piece comes together rather than worry about an air-tight mesh. The corner piece is compeltely disconnected from the rest of the pipeline.
    • The video monitors are a simple metal beam design with 2 variations in how the TV's are positions. These are then placed side-by-side in different ways. The monitors are also used individually to dress the front arches
    • The reinforced steal panels will simply be duplicated enough to cover some of the shantys. I'm well aware that they were nothing more than beveled planes ;) They were just being blocked in to see how I'd use them when I decided to do the pictures before heading to bed.
    • The main wall piece, window and trims (which I just realized I forgot to add one to the screenshot) are pretty straight forward. Once I am finished Oldman Macro's Shop all the extra triangles I have left will go in to increase their details. I want to get the shop done first before I do that.
    • The satelite dishes use joint pieces to get different shapes & locations. The main joint piece has 8 sides to it so that the support rods can be placed on 8 different angles.
    • The big purple sign has been divided 4 times horizontally because I plan on using 2 of the same symbols, repeated, as the name it is advertising. I still haven't decided on how I will do Oldman Macro's sign. :(
    I still haven't decided what will get a unique unwrap and what will rely on tiling textures & overlapping UV's. Unique unwraps for the pieces means I can bake a high poly for the normal maps so I will want to use that as much as possible, it just depends on impact vs. texture realestate.

    I'll be holding off on any new props until Cesar and I have a solid idea for the store itself.

    Here are the screenshots, the first is just to show where I am at, while the second one are the lego's in their raw state.

    modfacade_7_8_08.jpg

    modfacade_7_8_08_2.jpg
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Adam, you are a machine!

    That's all looking great.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    swanky! Fantastic stuff man
  • LoTekK
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    LoTekK polycounter lvl 17
    That looks seriously awesome. There's a lot of character to the environment already, and those props are fantastic. Love the off-kilter display screens especially, for some reason.
  • ohnein
    It'd be awesome if those storage tanks were connected to gutters on the roof. Give them purpose rather than just tanks attached to a building. ;D

    Keep cranking at it dude! Looks awesome.
  • adam
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    adam polycounter lvl 19
    They feed the building rather than feed from the building ;)

    Thanks everyone
  • Mark Dygert
    At first I thought "no way" he'll never finish it all. Now I'm beginning to wonder...

    Looking good, keep going!
  • oobersli
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    oobersli polycounter lvl 17
    this is looking pretty smancy. making something modular but still able to give it the nice interesting design all around. Hope to see this finished.
  • Saidin311
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    Saidin311 polycounter lvl 11
    Looks fantastic man!
    I'm curious how have you done the pivots on your objects to work with a grid for placing them in an engine?
  • adam
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    adam polycounter lvl 19
    All of the pieces have pivots which are snapped to a grid point so that they'll all line up. However, because this is all on 1x2048x2048 I will likely treat the entire thing as a single object and bring it in to the engine as a whole.
  • adam
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    adam polycounter lvl 19
    Another song on this projects soundtrack. Untrust Us by Crystal Castles:
    [ame]http://www.youtube.com/watch?v=bGOiIfih8Ls[/ame]
  • konstruct
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    konstruct polycounter lvl 18
    crystal castles ftw. definately scene, but definately funkay- lookin good, glad someones doing some fictional subject matter
  • Pseudo
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    Pseudo polycounter lvl 18
    That is looking excellent Adam. I really like the sheet metal and pipes crawling over the building, and the sattelite dishes do great things to the silhouette.
  • bluekangaroo
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    bluekangaroo polycounter lvl 13
    ooo that is sweet...makes me realize i have a lot of work to do to get mine up to par
  • John Warner
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    John Warner polycounter lvl 18
    gorgeous. keep goin.
  • adam
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    adam polycounter lvl 19
    Started on his shop yesterday and the ground level...

    modfacade_7_10_08.jpg
  • oobersli
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    oobersli polycounter lvl 17
    geez, the more I see this the more I wish I had time to enter. Modular work at its finest. The building has a nice sillouette too. Whats your polycount at now?
  • adam
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    adam polycounter lvl 19
    Thanks dude! Around 15,500.
  • Tumerboy
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    Tumerboy polycounter lvl 17
    Moar Corrigations!
  • Saidin311
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    Saidin311 polycounter lvl 11
    Adam, awesome stuff. One thing that sticks out for me is that all the angled corrugated pieces are all at the same 45 degree angle. It'll probably not be noticeable once they get all rusted and beat up but just from the wireframe I find it obvious.

    Anyways, it looks pretty sweet, I can't wait to see the sign in its neon glory.
  • Cody
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    Cody polycounter lvl 15
    This looks REALLY good. Can't wait.
  • IronHawk
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    IronHawk polycounter lvl 10
    Nice work adam! Looking forward to your textures / high poly work.
  • LoTekK
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    LoTekK polycounter lvl 17
    Oh shit, son, that looks crazy! :O
  • StJoris
    Looks bloody nice Adam. One question, why you have a middle vert in your screens, they are flatscreens right?
  • adam
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    adam polycounter lvl 19
    Negative - they bump out slightly when seen from their profile like old-school TV's used to :P

    Everone else - thanks!
  • Joao Sapiro
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    Joao Sapiro sublime tool
    i really like the composition you have here ! please finish this , how are you going to tackle textures ? all crazybump or maybe some highpoly to the mix ?
  • cholden
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    cholden polycounter lvl 18
    Looks good, adam. I like the way you took what could be a boring building and built up upon it make it exciting. I imagine the most offensively colored ads on the monitors. In your position, I'd probably go crazier with the vertical silhouette.
  • RazorBladder
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    RazorBladder polycounter lvl 18
    A slow start certainly doesn't keep you down for long :p
    This is coming together really well.
  • X-One
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    X-One polycounter lvl 18
    This is looking great, look forward to seeing more.
  • indian_boy
    crazy-wicked-cool!

    awesomeness i cant wait to see this thing textured!
  • bluekangaroo
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    bluekangaroo polycounter lvl 13
    yeah this will look bad-ass textured


    Adam, are you going to bring this into a game engine or show off with render?
  • Tumerboy
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    Tumerboy polycounter lvl 17
  • adam
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    adam polycounter lvl 19
    I'm going to bring it in to either Marmoset or Infernal engine. Marmoset is what the fellas @ 8 Monkey Labs are using, and Infernal is what we're using on Ghostbusters. I absolutely love that engine for its art pipeline.

    I bought 800mL of Red Rain today and told Gail to leave me alone for the rest of the afternoon so I can unwrap this sumbitch!
  • adam
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    adam polycounter lvl 19
    Well, I finally got this bitch unwrapped. I'm going a more direct route and since I am using a single 2048x texture a lot of the tiling bits will rely on UV cuts rather than tiling UV's (that make any sense?) It's more of a traditional unwrap, is what I mean.

    Anyway, not much to show until I start texturing it (I'm rebuilding it now) but in the mean time here's a thumbnail of an idea Cesar had for how the materials & textures may look:
    modfacade_7_14_08cesar.jpg
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    the painted style would totally kick ass. Will be great to see this come together.
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