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 Just unrar the file to "My Games\Unreal Tournament 3\UTGame\Unpublished" in you windows documents folder.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
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final submitted images:
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:
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:
Replies
I'm not sure what anyone else thinks of this, just my $0.02
-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 .
good luck with your entry :>
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.
It still doesn't feel very evil but i have some tricks up my sleeve to fix that .
Alex
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.
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.
That's also very compelling.
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? .
[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.
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 .
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.
Look forward to seeing more
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.
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 .
everything still very much WIP of course, the textures need a lot more work!
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.
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:
I almost have enough stuff now to properly construct the scene in crysis, so hopefully this week i can show you guys that .
Can't wait for more.
I'm going to pick up the pace on this now, and will probably have someone join the team next week
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.
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 .
3 weeks left to finalize and detail this thing, finally the real fun can begin
Sa7an: yeah he gave me a maybe, but doesn't want to devote as much time to it as me, so screw him!!
Here's today's update:
added some fences, more vegetation and some texture and geometry changes on the architecture.
alot of very wip stuff right now, but much is set up to be quickly finalised .
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:
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 .
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 .