It has been a busy day, got all the assets in place.
Tried out the idea of vines around the altar... and it kinda killed the composition so nixed that idea.
Decided it was time to start exploring the alternate compositions and our second shot. So here are the current picks ideas.
1. Wanted to get a bit more intimate with the slime at the bottom of the cave. This shot seems to lack a focus, but introduces the viewer to things that may of missed in the main shot.
2 (I dislike this one so you don't get to see it)
3. The long shot down the flower give a great sense of drama and the light eggs in the background help emphasize the eerie feel of the scene.
4. The camera is tilted so far back that we can see elements that are over top of us. we are pulled to the top of the composition with forced perspective and well contrasted warm colors.
5. an upshot helps make the scale of the scene apparent, and the foreground element gives us something to anchor our eye on. The composition is very balanced across the bridge.
6. This down shot pushes our eye over the edge slamming across the altar and into the far light egg. the repetition of foreground elements in the mid ground helps build depth.
7. This was the first time I thought about using the blue in the foreground The platform breaks the decent very suddenly holding the eye on the altar
This is the other shot which I would like to think is reaching its final incarnations. I need to re-bake the ambient occlusion map on the slime, with the new cave in place the old one just doesn't work.
our favs are 3/4/5
All Crits are welcome, I've got all of tomorrow to finish this up. (other guys are done)
Just wanted to tell ya this thing is coming along nicely. I'm lovin it!
I have a question. Are all those lights in UnrealEd? I had no idea you could have that many lights in a scene??
The other thing was the green pool in your scene. When I originally saw your concept I especially liked the way the light came from the glowing green pool. Like it was the source of all of these incredible plants.
Maybe upping the green underlights (to rim light your plants) and upping or adding an emissive map to the pool would add to the scene??
all of this stuff came out looking awesome, i would suggest adding a little more contrast in the lighting. right now everything is lit evenly and i kinda wish there was a stronger focal point
I'll play with the lighting a bit more before the deadline, the cropping on the final shots aren't isn't as impressive as I'd like. I'm thinking about playing with the blue rim a bit more to help bring things out. The fog means there can be more play with the column silhouettes to get a more imposing evil feel. I'm going to play with getting more depth out of the models since the first comp is rather flat, I'm thinking tweaking some of the up shots may give the desired results.
As a note, Foxious's post is an asset shot not a composition shot
Very impressive look, love how organic it feels, your renders almost look like 2D illustrations.
This is what Xen in Half-Life should have looked like.
Congrats on finishing.
Woah! That looks so nice! For some reason I really enjoy thinking about it as some space environment with the plant thing floating and the dragon-balls gathering around it (Discworld A'Tuin like). It gives me that fantastic otherwordly chill thinking about it that way!
I've been looking for a chance to post this when it wouldn't be flooded to page 3 by the current competition. The map is cooked down and has a matinee for the renders so you can open it in game... but you might want to run it in a window/the editor. Enjoy
Right on, this is a great scene and just lookin' through the screens i'm getting all kinda of inspiration for my entry. I'll be loadin' this into UT3 in the near future!
I doubt it, I think 00Zero planed to work with Jaytown and turpedo this year since they did really well at one of the game-artist.net challenges as a team.
Replies
anyway, heres the bridge piece ive been working on today.
2000 Tris, 1024 Textures. I'll make a detail normal map to apply later.
3000 Tris. 1024 maps.
Definately one of my favs! Great job on the zbrushed stuff.
Tried out the idea of vines around the altar... and it kinda killed the composition so nixed that idea.
Decided it was time to start exploring the alternate compositions and our second shot. So here are the current picks ideas.
1. Wanted to get a bit more intimate with the slime at the bottom of the cave. This shot seems to lack a focus, but introduces the viewer to things that may of missed in the main shot.
2 (I dislike this one so you don't get to see it)
3. The long shot down the flower give a great sense of drama and the light eggs in the background help emphasize the eerie feel of the scene.
4. The camera is tilted so far back that we can see elements that are over top of us. we are pulled to the top of the composition with forced perspective and well contrasted warm colors.
5. an upshot helps make the scale of the scene apparent, and the foreground element gives us something to anchor our eye on. The composition is very balanced across the bridge.
6. This down shot pushes our eye over the edge slamming across the altar and into the far light egg. the repetition of foreground elements in the mid ground helps build depth.
7. This was the first time I thought about using the blue in the foreground The platform breaks the decent very suddenly holding the eye on the altar
This is the other shot which I would like to think is reaching its final incarnations. I need to re-bake the ambient occlusion map on the slime, with the new cave in place the old one just doesn't work.
our favs are 3/4/5
All Crits are welcome, I've got all of tomorrow to finish this up. (other guys are done)
Just wanted to tell ya this thing is coming along nicely. I'm lovin it!
I have a question. Are all those lights in UnrealEd? I had no idea you could have that many lights in a scene??
The other thing was the green pool in your scene. When I originally saw your concept I especially liked the way the light came from the glowing green pool. Like it was the source of all of these incredible plants.
Maybe upping the green underlights (to rim light your plants) and upping or adding an emissive map to the pool would add to the scene??
I'll play around with a stronger under light and emissive from the pool and see if I can get things to pop more.
6500 tris on the nose
1024 textures
As a note, Foxious's post is an asset shot not a composition shot
Shot 1
Shot 2
Concepts
Textures
Asset breakdown
Thumbnail
This is what Xen in Half-Life should have looked like.
Congrats on finishing.
Pull it from here first
http://www.megaupload.com/?d=BHOYD8FL
If that breaks;
http://uec.ip-comic.com/Final_Submissions/UEC_PWN_Stars.zip
If you have any questions feel free to ask.
i'll miss you *sniff*