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Unearthly Challenge | Peris | Abandoned Colony

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polycounter lvl 17
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Peris polycounter lvl 17
Heyhey everyone, I put the map online, you'll need unreal editor 3 to check it out though!
Download the file here: http://www.brameulaers.com/filez/GEIDI_abandoned_colony.rar
warning: big download (90mb)! Just unrar the file to "My Games\Unreal Tournament 3\UTGame\Unpublished" in you windows documents folder. You should be able to open it, possible you first have to open the content package (GEIDI.upk) in the generic browser.

Have fun discovering how unfinished it really is and looking at my geometry gaps and lighting errors that are all over the place =)!


final submitted images:

bshot01.jpg
bshot02.jpg
construction.jpg
textures.jpg
concept.jpg



Hey ho everyone. I'm entering by myself at the moment, maybe later the team may be expanding! I'll see about that =). But right now with these specs i think i can handle it by myself!

Here's the concept that grabbed my attention:
73_GEIDI.jpg

My idea of making it evil is having the place broken down and overgrown by enormous (evil) plants and perhaps some carnivorous ones. I need to work more on the story i want to tell with this, but here is a quick concept i did for now, to get back into the groove. I'll probably be doing some more iterations on it before actually starting to model something:

iteration01.jpg

Replies

  • Peris
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    Peris polycounter lvl 17
    woohoo i'm an idiot, someone fix my thread title :). the concept is called 'GEIDI'. Sorry for that!
  • Dakkon
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    Dakkon polycounter lvl 10
    Ahh, as in Geidi Prime? :)
  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    I'm sure my mouse cursor is gravitated to this threas, good luck.
  • TheSplash
    I like what you did to the concept, abandoned and overgrown stuff is really cool. That big structure really reminds me of a fancy pc tower, with the drive bays at the top ect. A little distracting
  • monkeyboy_garth
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    monkeyboy_garth polycounter lvl 9
    Yeah, cool concept that's one of my favourites - good luck, Peris!
  • King Mango
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    King Mango polycounter lvl 16
    Love the Dune series and this looks to do it justice. Good luck!
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Not rain on your parade, I'm finding it a little hard to find the connection between the original concept and yours. Currently to me they are feeling completely different, nor am I getting any evil feel whatsoever. The original is looking far more evil than your concept with the smoke stacks, everything feeling mechanical and desolate, hazy unclean air. While yours has vegatation, clear sunny sky, quiet rocky landscape.
    I'm not sure what anyone else thinks of this, just my $0.02 :D

    -caseyjones
  • Peris
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    Peris polycounter lvl 17
    caseyjones wrote: »
    Not rain on your parade, I'm finding it a little hard to find the connection between the original concept and yours. Currently to me they are feeling completely different, nor am I getting any evil feel whatsoever. The original is looking far more evil than your concept with the smoke stacks, everything feeling mechanical and desolate, hazy unclean air. While yours has vegatation, clear sunny sky, quiet rocky landscape.
    I'm not sure what anyone else thinks of this, just my $0.02 :D

    -caseyjones

    yeah i agree. It's going to be hard making the place feel evil with vegetation. I want to give the place a broken down feeling sortoff like gears of war, a ruined metropolis you wouln't really want to be hanging out with. I'll do some more sketching today =).
  • Armanguy
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    Armanguy polycounter lvl 17
    i would take advantage of lighting to set the mood :) not that i need to tell you that you obviously know. i would darken the sky more and incorporate a green hue :)
  • Peris
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    Peris polycounter lvl 17
    yeah i'll try that as well =). Also this is something from the dune series? Maybe i can do something with sand as well! Have the desert and dry desert vegetation taking over the place.
  • Sa74n
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    Sa74n polycounter lvl 18
    go bram!

    good luck with your entry :>
  • Peris
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    Peris polycounter lvl 17
    Thx =)

    here's a small update, i'm going to leave it at this i think, and start modeling a quick 3d sketch of the environment, then do some paint overs of that to come up with more ideas.

    iteration02.jpg
    It still doesn't feel very evil but i have some tricks up my sleeve to fix that =).
  • Sage
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    Sage polycounter lvl 19
    make the greens brown have something burning in the background, doesn't have to be seen, just way in the distance, so it gives the impression that there is something wrong with this place. Graffit, scorch marks, or dried blood here and there. Or you good just make the sky look more morbid than it is now. I would make it look more like the concept though. I would just make the things that look like reactors be ripped apart and have plant life growing on the stuff without no flying vehicles. Make the sky color what you have. Also make the big red building be broken and leaning against another structure. Make it look like green peace had roid rage and attacked with a bunch of tanks. LOL

    Alex
  • King Mango
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    King Mango polycounter lvl 16
    caseyjones wrote: »
    Not rain on your parade, I'm finding it a little hard to find the connection between the original concept and yours. Currently to me they are feeling completely different, nor am I getting any evil feel whatsoever. The original is looking far more evil than your concept with the smoke stacks, everything feeling mechanical and desolate, hazy unclean air. While yours has vegatation, clear sunny sky, quiet rocky landscape.
    I'm not sure what anyone else thinks of this, just my $0.02 :D

    -caseyjones
    personally that's what I liked about it. The Harkonnens are dead and gone, and the beauty of nature is coming back after the industrial devastation...
  • voodoochopstiks
    Hey, nice work Pericolos :DGeidi Prime is another planet in the Dune universe, it's not Arakkis(which is kind of the center of the universe).
    King Mango wrote: »
    The Harkonnens are dead and gone, and the beauty of nature is coming back after the industrial devastation...

    Perhaps the evil of the Harkonnens is enough, even after this many years, to keep this concept evil, despite the truest evil being gone since long.

    Perhaps some scorch marks, a fallen tin sculpture making a nice silhouette in the foreground or so? Maybe a few picket signs or something showing protests against the Harkkonen hegemony, and the whole thing ending in tragedy.
  • Dakkon
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    Dakkon polycounter lvl 10
    King Mango wrote: »
    personally that's what I liked about it. The Harkonnens are dead and gone, and the beauty of nature is coming back after the industrial devastation...

    I guess that's the point. I don't see a lot of evil in nature coming back to reclaim industrial devesation. That's more "good" than "evil" and Polycount is supposed to be on the evil side. I think you'd have to go pretty mental on the vegetation to pull this off. Tyranid terraforming from Warhammer 40K style stuff.

    This reminds me a lot of Midgar from Final Fantasy 7. The city was this giant industrial center that was literally killing the planet. Many years later after the city was destroyed, nature came back in to reclaim the area.
  • King Mango
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    King Mango polycounter lvl 16
    Perhaps the evil of the Harkonnens is enough, even after this many years, to keep this concept evil, despite the truest evil being gone since long

    That's also very compelling.
  • Peris
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    Peris polycounter lvl 17
    thanks for the comments guys, it's really interesting how you can interpret good and evil in this context =). I never read dune, but i should look into the back story maybe to get some ideas. I only chose that concept because i really liked the shapes of the architecture, not really because of the mood or because it was from dune. So i'm not really planning on making something that fits the dune universe.
    Its funny how some of you interpret nature coming back as something good though. Would you really make a crumbled city with overgrown vegetation and a poison looking sky if you wanted to make a 'good' theme? =).
  • konstruct
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    konstruct polycounter lvl 18
    reminds me a bit of a movie I saw called the ruins with the whole carnivorous plant thing:

    [ame]http://www.youtube.com/watch?v=ZKcCXyi7Pjs[/ame]

    all you have to do is hide plant digested human remains all over the vegetation and you you got your self "the ruins" 2 :P Definatly evil imo- but it still needs something to slam it home.
  • Peris
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    Peris polycounter lvl 17
    i made a small scene and painted over it. seems like i made almost exactly the same as my previous concept haha.
    I wanted to try what materials to go for, what kind of damage, how much vegetation etc. I think this scene setup with the crashed vessel in the middle works pretty well, so I'm going to continue to build upon this =).

    konstruct: seems like i have to see that movie haha. I had the idea of making a big venus flytrap and adding one or 2 skulls at the bottom of it, as a small foreground detail =).

    iteration04.jpg
    now im gonna sleep over this and think how the geometry could be more interesting :). I think i can do alot more with that platform the thing is crashed on, maybe make it round.
  • obson
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    obson polycounter lvl 17
    Cool stuff Peris!
  • Irreal
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    Irreal polycounter lvl 10
    I really liking the way this is going. Maybe not evil right now but certainly ominous. It reminds me a lot of the ruined prothean cities in Bioware's Mass Effect.

    Look forward to seeing more :)
  • monkeyboy_garth
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    monkeyboy_garth polycounter lvl 9
    Sweet, Peris. Looks great. I agree about the ominous mood. I think everyone's entries are going to have that post apocalyptic feel in one way because of the lack of people in the scene.
  • Peris
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    Peris polycounter lvl 17
    Hey everyone, I've been away for a few days because of a hardcore deadline at work, but now I'm back to working on this =). I've been teaching myself how to get models and materials in the crysis editor yesterday, and now I'm doing quick mock up models with a quick old school diffuse texture to model more detailed geometry from later on. It also gives me a good idea on how much texture space I'll end up using for everything. I'm making everything in small modular parts so i will assemble the final scene in the editor. And it should also make me able to make this into a full level afterward if i feel like it =).

    iteration05.jpg
  • IronHawk
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    IronHawk polycounter lvl 10
    looks cool Peris! Keep up teh good work.
  • Peris
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    Peris polycounter lvl 17
    modularity ftw!
    iteration06.jpg

    i'm going to start on some building parts now, and then the real fun can begin: vegetation... destruction!

    the textures are far from finished though, but i'm going to try to get everything at about this level of detail before i go in and polish everything.
  • Razorb
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    Razorb polycounter lvl 15
    i must say! reallly nice work goin on here ! thank u for the inspiration!
  • Minos
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    Minos polycounter lvl 16
    /me pets teh bramster~~
  • Sa74n
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    Sa74n polycounter lvl 18
    nice work paris :P
  • Peris
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    Peris polycounter lvl 17
    thanks guys!
    I did some more work today, finally getting somewhere i like with the modular building set. It will be fun to add stuff like vents and antennas to this but that's something i will work on tomorrow. I'm also going to make stuff like doors and benches so it will be easier to make sense of the scale i have in mind for this =).

    iteration07.jpg
    everything still very much WIP of course, the textures need a lot more work!
  • konstruct
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    konstruct polycounter lvl 18
    I actually really dig the simplicity of this so far- I mean I know its Wip- and you probably have plans to do lots more to it- but theres something sort of menacing about it being so simple.- and yeah like you said- some things added to get a sense of scale would go a long way.

    In all honesty though I think this is awesome- but in order to compete it needs some sort of WOW factor. I know that probably sounds real cheesy, but I just don't know how far some over grown space ruins are going to take you.
  • Peris
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    Peris polycounter lvl 17
    thanks for the feedback konstruct =). I hope i can get the wow factor out of it when i play with the lighting and put together the actual scene.

    I havn't had time to work on this last week, so i really hope i can get everything done that i want before the deadline.. I worked on some more meshes and the textures today:
    iteration08.jpg
    I almost have enough stuff now to properly construct the scene in crysis, so hopefully this week i can show you guys that =).
  • misterboogie
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    misterboogie polycounter lvl 11
    This is looking sweet! I really like your style.

    Can't wait for more.
  • Peris
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    Peris polycounter lvl 17
    I decided not to work with crysis anymore, this editor is crashing so much it's only going to help me miss the deadline! So I will be constructing my scene in unreal3 which i'm a bit more familiar with. Here's something i quickly threw together:
    iteration09.jpg

    I'm going to pick up the pace on this now, and will probably have someone join the team next week =)
  • Peris
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    Peris polycounter lvl 17
    iteration10.jpg

    small update, made a debris mesh and some vegetation. Going to work on more modular architecture parts because its too much round stuff at the moment! Also get some destruction into the architecture and addons to break up the repetition.
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    very nice peris, wandering why your using hard edges on your modular stuff, could look (slightly) better if its in the normal map. loving the style and the concepts
  • Peris
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    Peris polycounter lvl 17
    SHEPEIRO wrote: »
    very nice peris, wandering why your using hard edges on your modular stuff, could look (slightly) better if its in the normal map. loving the style and the concepts

    Well I have hardly done anything with normal maps at the moment. But I plan to do get rid of all the hard edges once i actually start finalizing the individual units. I first want to get my scene set up so i can see which areas need extra polish and which don't =).
  • Peris
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    Peris polycounter lvl 17
    getting close to what will become the layout of my final scene now:
    iteration11.jpg
    3 weeks left to finalize and detail this thing, finally the real fun can begin =)
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    sure its temp, but that fog is a little heavy handed, too close and too saturated its hiding all the great work youve done
  • Sa74n
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    Sa74n polycounter lvl 18
    go bram :) this'll surely turn out great. so who's joining your team? barsky? :)
  • Peris
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    Peris polycounter lvl 17
    Thanks guys for the comments. I'll keep that in mind shepeiro =).
    Sa7an: yeah he gave me a maybe, but doesn't want to devote as much time to it as me, so screw him!! :p

    Here's today's update:
    iteration12.jpg
    added some fences, more vegetation and some texture and geometry changes on the architecture.
  • Razorb
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    Razorb polycounter lvl 15
    lookin real sexy :D really wish i could have joined in on this comp ... great work and thanks once again for lots o inspiration :>
  • Peris
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    Peris polycounter lvl 17
    quick update: some building addon props, backdrop mockups and a quick and dirty lighting test.

    iteration13.jpg

    alot of very wip stuff right now, but much is set up to be quickly finalised =).
  • X-Convict
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    X-Convict polycounter lvl 18
    That's starting to look real cool man, nice textures so far :)
  • Em.
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    Em. polycounter lvl 17
    Nice foliage! Keep it up. :)
  • Grown Ass Men
    Peris wrote: »
    Thanks guys for the comments. I'll keep that in mind shepeiro =).
    Sa7an: yeah he gave me a maybe, but doesn't want to devote as much time to it as me, so screw him!! :p

    Here's today's update:
    iteration12.jpg
    added some fences, more vegetation and some texture and geometry changes on the architecture.


    the vegetation looks great. however the grass looks like they are growing out of place, like they are coming out of the glass instead of the cracks. but over all awesome keep it up!:poly136:
  • Cody
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    Cody polycounter lvl 15
    some cracked concrete decals under the grass would be a cheap and easy way of making the grass look a bit better. great stuff!
  • s0id3
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    s0id3 polycounter lvl 8
    nice stuff. What's the average texture size you're using for your buildings?
  • RazorBladder
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    RazorBladder polycounter lvl 18
    This shouts "Mass Effect" too me... And I like it ;)
  • Peris
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    Peris polycounter lvl 17
    thanks for the comments everyone =).

    Grown Ass Men: yeah this grass is random right now, im going to make something that works together with geometry and see if i can work with decals to make it blend better. Inetersting that you think the tiles are glass though =).
    s0id3 wrote: »
    nice stuff. What's the average texture size you're using for your buildings?
    everything close to the player is about 128 pixels per meter, everything else 32 pixels per meter, and i will use a detail material to bring that to 128 as well =).
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