Have you chosen a concept yet?
Be sure to specify which concept you are working from in your first post in this thread as well as any team members contributing to the entry.
Good luck.
So I may of missed a meeting or two when we started this..yeah....
now suddenly concepts.
and more than 1 to boot!
Ta start a bit of re-imagination of the pit
And some colors to get a feel for it.
a bit more of the decay side of evil with some slime at the bottom and runic platforms hovering about.
did a bit of fleshing out on the points of the star, figured if we were celebrating the decay them some of them should of decayed away (or of been worn off by acidic slime) and been rebuilt from the bones of fallen worshipers
Had a good jam session today, figured out what we want out of the columns around the edge of the comp. Went for something a bit more organic because sculpting is good fun.
Figured out what we wanted out for the overall composition and got a rough block out together...
I kinda hate max a bit at the moment, the lack of forward compatibility has left me staring at a thumbnail of the file I had in school a few hours ago (which decided to upgrade to 2009 over the quarter flop apparently).
Zero started a sketch over the original concept, should be an interesting look at the final comp if he cleans it up.
Foxious is starting on a high poly of the column
I'm going to start on the center flower/alter and get it as vicious looking as I can.
Did a concept for the central altar / flower to get a feel for it. wanted to keep the skeletal elements on at least one of the points of the star so thought it might be cool to see one of the petals partialy dead and replaced by bone structures.
Got the sculpt of the flower to a reasonably finished level, going to do a second pass on it once I have the retopo done to add more scaring to its features in a non radial manner and add the bone structures. That should help break up the inherent beauty in the symmetry is seems to have now.
I'm a bit sleepy now so I'll make the lowpoly and bake a bit later...perhaps tommorrow
EDIT: looking back at the concept now, i realize i sorta missed the general shape...the balloon part should be a lot bigger so that the tentacles are more towards the bottom of the general mass ...rather than coming straight down from the sides. meh...ill fix that tomorrow also
Got the center flower altar retopo'd started to work on the material going to be using 1024s. Currently the poly count is at 19800 flat. Probably going to change as the symmetry is broken. Going to be doing the final render in UT3 so we have to be sure we're not displaying the assets with mip levels. Here is the first one of our assets in game.
Still short a few maps, but that will change in the morning.
nice looking stuff, all of your concepts are looking real nice, and the 3d you guys have so far is looking pretty sick also. looking forward to seeing this completed
Posting more,
got some feedback in class today we may of deviated a wee bit much from the original concept. So we decided to bring some of the hard surface elements back into the scene to help establish scale.
Also decided to try and focus the composition with color tweeks not sure which variant is best, I'm leaning toward this one, but I want to hear what you guys have to say. This will mostly deal with how we light the scene and post process it in engine more than actual textures.
As you may of noticed in the comps there are now glowy bits around the flower altar reminiscent of the candles in the original concept. We were thinking that making those some sort of poisonous glowing pollen might be cool and it would add a valid light source to the top of the compositin.
Almost have a new asset done, just need to finish the diffuse / specular. I'm calling it the light egg, the yolk glows and illuminates the upper sections of the cave. Using 512 maps and two materials in UT3 to achieve the transparency.
Also we got the start of the composition in unreal together.
Need to add some detail maps to the center flower to compensate for the resolution limits.
We've got a lot of work to do... seems sleep is truly going to be a fleeting memory this week.
I think I'm done with the nose plant. 1000 Tris. 512 Textures. Rendered in engine (UE3).
For some reason, my normal map got downsized in the engine....ill fix that later
Seems zero has decided to speed up, might as well follow suit
Light Egg done and in engine, next asset will be the flower stalk unless zero has finished it while I've been typing
Concept for the main pillar under the altar.
going to reuse a non glowing version of the light eggs at the base for the ball elements to help give a unified sense of scale
did a quick test of the vines with some tiled textures. Turns out using zBrush as a means of making texture tiles is pure awesome. I might have to use that more.
I'll do the second pass on this Monday eve or Tuesday depending how time goes. Right now there is too much small detail that will be lost in the final shots.
One of our teachers wants to see a finished composition shot tomorrow, so I'll be posting progress shots as I flesh out the environment with what we have. Seems the temp asset I made yesterday is going to be in.. that's what I get for trying to test an idea.
Composition almost filled it, starting to brush on the 250k tri limit because of hidden polys on the jelly fish I'm using on the walls so I'll have to get rid of those and import an alternate version
Was working on the top section and I managed to lose the evil vibe... seems like light egg is just that a much too positively aligned asset...gonna have to roll back the scene a bit and work on the lighting.
**Update**
Got the lighting to about where i want it, a wee bit over the poly limit on the render (256k) but with some hidden mesh removal it gets down to 189k. not sure how the color range is on other people's monitors so I'll likely need to play the gamma game as i move forward.
just going to extend this post with new renders from now on;
Last post before I turn in for the night, got the lighting down, a quick camera move for presentation and I hope we get a chance to replace all the assets that need to be changed. Right now the scene only works from a few camera angles, but with a bit of poly economy and some more assets the entire cave will be a working environment.
**edit**
the colors seem to off drifted toward classic evil... I'll need to go in and correct that when my mind is up and running at 100%
I really dig that last shot, the color change from the cool blue/green base of the center column up to the top and then a shift to a warm green in the actual opening/mouth is very nice. I think it would look really nice to finish it with a bit of a return to that cool greenish blue near the very top, behind the plant objects (could be giving them a bit of a halo/rim light?) maybe in the form of a background light or some bio luminescent vines/plants.
Great lighting! the textures really sell the organic feel. Nice job. IMO the bulbousy things at the top looked better without the big leave things you added in the last screen. I think it makes it a bit too cluttered.
Added the slime noses as background elements in the top section with a blue tint to the emissive to help pop the center section. Going to need to play with the color and intensity to make it work properly they seem too poppy at the moment.
Got a suggestion from a teacher that the flower altar should have a flatter top so that it feels more like the original concept... I'm not sure I like the change since it takes a lot of the curve and life from the upper segment of the composition but here is a variant with that implemented.
Great Work on your stuff so far, the only thing i am wondering about is what is the stuff on the ground slim or water, because it looks like water. And in the concept it looked like the star fish thing had a mouth and in the render i can't really see one, besides that Great Work:thumbup:
Nice! The slime noses really helped balance out the color at the top. I actually really like how the main star platform looks flattened out, though to retain some organic curve you could sag down the very tips of the star points like the tip of a leaf or flower pedal. I really like how the inside reddish area looks on it now though, I think it makes it look much more "mouthy."
Another thing that I think could help it now is some atmospheric perspective from some mist/fog in a combination of normal distance-fog and also maybe some spore or dust particles floating in the air, especially around the middle of the render space to help bring some more orangy-red tones to go along with the color the stem/column is in the same area. I think that could give it a feeling of a very dense swampy air which would look really cool with the piece.
Overall it's looking really nice so far though, looking forward to more
It's nice to see more people going that organic route, it's lookin pretty good guys. Sandbag is right, you could definitely benefit from some atmospheric effects and some dust/spore particles in the air. I actually like the bent version of the starfish more than what your currently are displaying. This is a personal preference though. It seems like the bent version is catching the light more. Althoughh the straightened looks more like you could walk on it. Your sacks on the stem are gettign washed out too. Currently you're losing alot of your detail and everything is looking flat. I'd play with your lighting more to see if you can pull out all the detail you have put into your set. Keep up the good work guys.
Thanks for all the feedback, I've been playing around with the atmospherics I'm liking the fog since it helps to add a sense of scale to the environment though it seems to be knocking out the blacks. I'll build a pollen particle system on Friday.
At Foxious's request I went back to the original colors on the slime, I'm think the green is a bit too lively for the composition might shift it back to blue green to help with visual weight and sense of depth.
Decided to try adding a bit of glow to the eggs at the base of the pillar, I'm thinking the colors in that region might need to be shifted a bit for more evil.
I've reduced the weight of the ambient pass on the flower so the colors show through better. I think I need to make a new diffuse texture since the current one feels a bit over saturated and low on details.
Tried flipping the mouth-shrooms on the stalk over so I could get some sweet subsurface effects off of them... and it seems now they get entirely lost, so I'll flip them back over and hit them with a rim light. to pop them out a bit.
RE curved flower vs flat flower. I think the flow of the composition is very broken at the moment, without the curved fall off of the flower the viewer seems to be trapped in the top tiers of the image and the stone work isn't helping that at the moment. I'll go through and curve the flower tips a bit to try and restore the flow.
I saw our scene on a really crummy monitor today and the colors were so dark all you could see was the glowing bits it was rather disappointing. So I decided to try add more lights so the scene is more visible on non-LCD screens.
A bit of curves magics in photoshop has reveled that adding more blue is a great way to make the composition seem more ominous.
The blues feel a bit magical so it might be off target for decay style evil but seems to add a lot of spectacle.
I think the new render loses the contrast and saturation/intensity of the previous one and raises the brightness a bit too much. Now that the background is lighter it takes away from the nice shape the negative space created in the shadowy area that was around and below the star-top. I hadn't noticed that the pillar wasn't solid before either, and now it seems more frail that I can see through the vine-helix shape. I think it would look stronger and more imposing if the vines filled in the inner space completely.
I really like the glowy bits added to the eggs at the bottom of the pillar, though I think they would look nicer against the more blue colors you had down there before. Like you said I think the green loses some of the nice color balance the blue-er hues were creating.
The quick solution to getting some of your blacks back with fog is to use post processing to force some additional contrast, but you will have to play with your lights afterward to avoid blowing anything out so things can get a little messy. You can try using a darker fog color, but that is one of the trickier aspects of introducing fog to a dark cavernous place. Unfortunately I dont have a lot of experience messing with it so if you come up with a good solution post it, haha.
Figured out a fix for the fog,
Since in a cave the fog is more a way to fake the way the light falls off, not an atmospheric haze, setting the fog color to black seems to suitably simulate that.
Now I have to re-balance the contrast to ensure the elements all are visible...
The black fog was a bit of a joke, a bad one I guess...
I've reverted back to the green fog and added a particle system to help simulate some pollen fog, not quite sure how to ensure I don't bust the poly limit on particle systems, so they are going to be spawned with the burst method and a max draw count, currently about 1k tris are in use in particle systems. I'm going to have to play around with their impact to make the tri hit worth it.
I'm trying to figure out what to add to the lower half of the composition to make it more interesting. I'm waiting on Zero's re hash of the stone work I think that will add a great surface to work on.
I think the bottom half is fine... it leaves a space for the eye to rest. I might even say that the texture on the stock/stem is distracting a bit.
All in all its pretty badass...damn Tolli(sp) and his infernal shader knowledge.
Replies
oh rly? Sounds interesting...
Be sure to specify which concept you are working from in your first post in this thread as well as any team members contributing to the entry.
Good luck.
-caseyjones
now suddenly concepts.
and more than 1 to boot!
Ta start a bit of re-imagination of the pit
And some colors to get a feel for it.
a bit more of the decay side of evil with some slime at the bottom and runic platforms hovering about.
did a bit of fleshing out on the points of the star, figured if we were celebrating the decay them some of them should of decayed away (or of been worn off by acidic slime) and been rebuilt from the bones of fallen worshipers
Figured out what we wanted out for the overall composition and got a rough block out together...
I kinda hate max a bit at the moment, the lack of forward compatibility has left me staring at a thumbnail of the file I had in school a few hours ago (which decided to upgrade to 2009 over the quarter flop apparently).
Zero started a sketch over the original concept, should be an interesting look at the final comp if he cleans it up.
Foxious is starting on a high poly of the column
I'm going to start on the center flower/alter and get it as vicious looking as I can.
Got the sculpt of the flower to a reasonably finished level, going to do a second pass on it once I have the retopo done to add more scaring to its features in a non radial manner and add the bone structures. That should help break up the inherent beauty in the symmetry is seems to have now.
I'm a bit sleepy now so I'll make the lowpoly and bake a bit later...perhaps tommorrow
EDIT: looking back at the concept now, i realize i sorta missed the general shape...the balloon part should be a lot bigger so that the tentacles are more towards the bottom of the general mass ...rather than coming straight down from the sides. meh...ill fix that tomorrow also
Still short a few maps, but that will change in the morning.
got some feedback in class today we may of deviated a wee bit much from the original concept. So we decided to bring some of the hard surface elements back into the scene to help establish scale.
Also decided to try and focus the composition with color tweeks not sure which variant is best, I'm leaning toward this one, but I want to hear what you guys have to say. This will mostly deal with how we light the scene and post process it in engine more than actual textures.
As you may of noticed in the comps there are now glowy bits around the flower altar reminiscent of the candles in the original concept. We were thinking that making those some sort of poisonous glowing pollen might be cool and it would add a valid light source to the top of the compositin.
Great stuff!
Also we got the start of the composition in unreal together.
Need to add some detail maps to the center flower to compensate for the resolution limits.
We've got a lot of work to do... seems sleep is truly going to be a fleeting memory this week.
thats weird, it put my post before the concept post
For some reason, my normal map got downsized in the engine....ill fix that later
Light Egg done and in engine, next asset will be the flower stalk unless zero has finished it while I've been typing
going to reuse a non glowing version of the light eggs at the base for the ball elements to help give a unified sense of scale
I'll do the second pass on this Monday eve or Tuesday depending how time goes. Right now there is too much small detail that will be lost in the final shots.
**Update**
Got the lighting to about where i want it, a wee bit over the poly limit on the render (256k) but with some hidden mesh removal it gets down to 189k. not sure how the color range is on other people's monitors so I'll likely need to play the gamma game as i move forward.
just going to extend this post with new renders from now on;
**edit**
the colors seem to off drifted toward classic evil... I'll need to go in and correct that when my mind is up and running at 100%
Got a suggestion from a teacher that the flower altar should have a flatter top so that it feels more like the original concept... I'm not sure I like the change since it takes a lot of the curve and life from the upper segment of the composition but here is a variant with that implemented.
Another thing that I think could help it now is some atmospheric perspective from some mist/fog in a combination of normal distance-fog and also maybe some spore or dust particles floating in the air, especially around the middle of the render space to help bring some more orangy-red tones to go along with the color the stem/column is in the same area. I think that could give it a feeling of a very dense swampy air which would look really cool with the piece.
Overall it's looking really nice so far though, looking forward to more
-caseyjones
At Foxious's request I went back to the original colors on the slime, I'm think the green is a bit too lively for the composition might shift it back to blue green to help with visual weight and sense of depth.
Decided to try adding a bit of glow to the eggs at the base of the pillar, I'm thinking the colors in that region might need to be shifted a bit for more evil.
I've reduced the weight of the ambient pass on the flower so the colors show through better. I think I need to make a new diffuse texture since the current one feels a bit over saturated and low on details.
Tried flipping the mouth-shrooms on the stalk over so I could get some sweet subsurface effects off of them... and it seems now they get entirely lost, so I'll flip them back over and hit them with a rim light. to pop them out a bit.
RE curved flower vs flat flower. I think the flow of the composition is very broken at the moment, without the curved fall off of the flower the viewer seems to be trapped in the top tiers of the image and the stone work isn't helping that at the moment. I'll go through and curve the flower tips a bit to try and restore the flow.
I saw our scene on a really crummy monitor today and the colors were so dark all you could see was the glowing bits it was rather disappointing. So I decided to try add more lights so the scene is more visible on non-LCD screens.
A bit of curves magics in photoshop has reveled that adding more blue is a great way to make the composition seem more ominous.
The blues feel a bit magical so it might be off target for decay style evil but seems to add a lot of spectacle.
I really like the glowy bits added to the eggs at the bottom of the pillar, though I think they would look nicer against the more blue colors you had down there before. Like you said I think the green loses some of the nice color balance the blue-er hues were creating.
The quick solution to getting some of your blacks back with fog is to use post processing to force some additional contrast, but you will have to play with your lights afterward to avoid blowing anything out so things can get a little messy. You can try using a darker fog color, but that is one of the trickier aspects of introducing fog to a dark cavernous place. Unfortunately I dont have a lot of experience messing with it so if you come up with a good solution post it, haha.
Since in a cave the fog is more a way to fake the way the light falls off, not an atmospheric haze, setting the fog color to black seems to suitably simulate that.
Now I have to re-balance the contrast to ensure the elements all are visible...
I've reverted back to the green fog and added a particle system to help simulate some pollen fog, not quite sure how to ensure I don't bust the poly limit on particle systems, so they are going to be spawned with the burst method and a max draw count, currently about 1k tris are in use in particle systems. I'm going to have to play around with their impact to make the tri hit worth it.
I'm trying to figure out what to add to the lower half of the composition to make it more interesting. I'm waiting on Zero's re hash of the stone work I think that will add a great surface to work on.
All in all its pretty badass...damn Tolli(sp) and his infernal shader knowledge.
Me and Benno could use some crits. I know you three will have 'em, which is good.
http://boards.polycount.net/showthread.php?p=857930#poststop