Might just be my monitor, but your background seemed a little blown out so I did a quick paintover. Also added some warmer tones to the POI structure. I know you said you're moving on to the 3D so it probably doesn't even matter, I just couldn't help but feel the urge to tweak it a bit.
Great stuff though, I'm really looking forward to seeing the finished thing.
Reklas: Yeah, I feel like I would really enjoy continuing to work on the concept for several more days but I gotta keep moving. Thanks for the paintover! After some flipping back and forth on two different monitors, I very slightly prefer the original for the thick atmosphere. Maybe some discernable fog wisps and air particles in the foreground would better sell the atmosphere I'm going for. I like the subtle push with the red tones on the focal structure and stronger blues in the sky though for sure. That should be a quick enough tweak for me to integrate. Cheers!
GugloPWN: Haha, maybe a rolling boulder or two as well.
So here's a progress update with the scene mockup I've been working on in MAX for the last few days. I abandoned the idea of matching the perspective of the concept pretty quickly because the concept has something like a 40 or 50 degree FOV going on. Accurately matching that perspective would have made the giant distant temples take up a tiny portion of screen space in the 80 or 90 degree FOV that UE3 has going on, and that's just not the effect I'm going for.
Over the next few days I will be focusing on nailing down relative scales and distances by walking around quick'n'dirty imports of the blockout in UE3, as well as establishing a grid and dividing the scene up into modular pieces. There are of course quite a few more ornamentation assets to mock up and place (including all foliage), but I don't want to get into that too much without having established my grid and decided with some certainty on an overall layout. I'll also start wreaking some havoc on the buildings with toppled walls, collapsed ceilings etc. once I have everything placed normally first.
Thanks guys! No worthwhile update to show today (getting everything properly set up on a grid isn't very interesting to see :P) but I should have geometry mockups of almost all the planned assets very soon.
Thanks, it's very encouraging to see so much interest!
Bit of an update, been mocking up the facade on the side building using modular pieces. The number of unique planned assets is starting to pile up, but I'm trying to keep them relatively simple. Plus the fact that the entire structure is made out of the same material should make cranking through the pieces a bit easier.
I don't know if this'll help, but you could make a new camera in Unreal with whatever FOV you want if you're concerned about matching your concept. Either way, this looks great.
ZacD: I actually steered clear of seeing that because of all the negative hype it got. Should I give it a rental to check out the visuals?
Axios: Thanks, I didn't think of that at first. As I'm planning to record video of walking around the environment though, I'll want it to look good from the standard first-person perspective so moving things around worked out fine.
silver_shadow: We'll see how much time I have for stuff like animated particles and such later on, hopefully I can get some nice effects in there.
Vig: Thanks man. It's a fairly simple bounced light setup, but it'll make good reference for when I get to setting up the UE3 lighting.
Peris: Thanks, that means a lot to me coming from you! Yep, I'm working with UE3.
ParoXum: Sorry, forgot to respond to this earlier! Yeah, I changed the scale of things in order to have the same kind of impact walking through the map as you get from the concept. I originally tried matching the scale and placement accurately, but it didn't feel nearly as grand or impressive as I wanted it to.
Well, I got a bit sidetracked by a potential project with some people I used to work with and quickly realized I wouldn't have time to get much of this scene done before I ran out of "portfolio development funds" I do have a bit of new work to show though, I guess I held off on posting it here out of embarrassment from not being able to finish much of the scene any time soon.
I seem to have a problem with my zbrush stuff looking like plaster instead of carved stone. Guess I just need more practice. I'll try doing a few simple carved stone blocks to get the sculpting style right before I try tackling the statue dude in zbrush.
In the meantime though I'm putting together a much more simplistic (and achievable) art deco sci-fi hallway scene and right now the deadline I've set for myself on that is friday next week. Going easy on the concept work for that one too, I think I tend to waste too much time on concepting.
Yeah, it would probably be better off with a more stylized face, I'll have to play around with that some. Sweet refs! I gathered a ton but for some reason never managed to get any decent closeups on statues or such like that. Thanks Vig.
this is looking really good. Can't wait to see how it turns out. Zack, are you planning on adding more colour details to the architecture and statues and stuff? If you want some good reference I'd recommend taking a look at the movie Apocalypto, there's some really nice stuff in there
now all we need is a ufo and it'd be from the new Indiana Jones movie.
i cried a little inside when you said that. i like indiana jones, and i like x-files and ET and close encounters and every damn alien sc-fi flick....BUT WHY INDIE!?
Everything is still super-WIP. I'm trying to block everything in (including design patterns, diffuse colors, vertex blending stuff, lighting, and soon foliage) before I really settle down to cranking on individual assets.
I did a bit more work on the lighting to bring it closer to my original concept and it seems like a significant improvement. I also dropped in a good bit of temp foliage from UT3 and the recent UE3 tech demo, which I will be sure to replace with my own foliage assets down the line. And I added a few more of my own mockup trees in key locations.
Reminder: all foliage here other than the trees is cribbed from Epic for now and I will replace it with my own stuff later.
Replies
Might just be my monitor, but your background seemed a little blown out so I did a quick paintover. Also added some warmer tones to the POI structure. I know you said you're moving on to the 3D so it probably doesn't even matter, I just couldn't help but feel the urge to tweak it a bit.
Great stuff though, I'm really looking forward to seeing the finished thing.
Looking forward to seeing this one develop
Reklas: Yeah, I feel like I would really enjoy continuing to work on the concept for several more days but I gotta keep moving. Thanks for the paintover! After some flipping back and forth on two different monitors, I very slightly prefer the original for the thick atmosphere. Maybe some discernable fog wisps and air particles in the foreground would better sell the atmosphere I'm going for. I like the subtle push with the red tones on the focal structure and stronger blues in the sky though for sure. That should be a quick enough tweak for me to integrate. Cheers!
GugloPWN: Haha, maybe a rolling boulder or two as well.
would have loved it more with canions between the buildings. The near ground robs its vastness.
I really cant wait to see your coming assets, and see how it goes.
Over the next few days I will be focusing on nailing down relative scales and distances by walking around quick'n'dirty imports of the blockout in UE3, as well as establishing a grid and dividing the scene up into modular pieces. There are of course quite a few more ornamentation assets to mock up and place (including all foliage), but I don't want to get into that too much without having established my grid and decided with some certainty on an overall layout. I'll also start wreaking some havoc on the buildings with toppled walls, collapsed ceilings etc. once I have everything placed normally first.
Can't wait for more!
definitely going to watch this thread
Bit of an update, been mocking up the facade on the side building using modular pieces. The number of unique planned assets is starting to pile up, but I'm trying to keep them relatively simple. Plus the fact that the entire structure is made out of the same material should make cranking through the pieces a bit easier.
ZacD: I actually steered clear of seeing that because of all the negative hype it got. Should I give it a rental to check out the visuals?
Axios: Thanks, I didn't think of that at first. As I'm planning to record video of walking around the environment though, I'll want it to look good from the standard first-person perspective so moving things around worked out fine.
silver_shadow: We'll see how much time I have for stuff like animated particles and such later on, hopefully I can get some nice effects in there.
Here's today's update:
Vig: Thanks man. It's a fairly simple bounced light setup, but it'll make good reference for when I get to setting up the UE3 lighting.
Peris: Thanks, that means a lot to me coming from you! Yep, I'm working with UE3.
ParoXum: Sorry, forgot to respond to this earlier! Yeah, I changed the scale of things in order to have the same kind of impact walking through the map as you get from the concept. I originally tried matching the scale and placement accurately, but it didn't feel nearly as grand or impressive as I wanted it to.
Can't wait to see it come alive with textures.
Keep goin!
kind of wondered maybe i missed out on something but it is still on the same spot where it were. :poly124:
I seem to have a problem with my zbrush stuff looking like plaster instead of carved stone. Guess I just need more practice. I'll try doing a few simple carved stone blocks to get the sculpting style right before I try tackling the statue dude in zbrush.
In the meantime though I'm putting together a much more simplistic (and achievable) art deco sci-fi hallway scene and right now the deadline I've set for myself on that is friday next week. Going easy on the concept work for that one too, I think I tend to waste too much time on concepting.
Might need to dehuman-ify the face of the statue? Maybe toss in a little more Mayan or Indonesian influence?
Anywho, awesome stuff going on here keep at it!
i cried a little inside when you said that. i like indiana jones, and i like x-files and ET and close encounters and every damn alien sc-fi flick....BUT WHY INDIE!?
Got it all in UDK as instanced assets now!
Everything is still super-WIP. I'm trying to block everything in (including design patterns, diffuse colors, vertex blending stuff, lighting, and soon foliage) before I really settle down to cranking on individual assets.
I did a bit more work on the lighting to bring it closer to my original concept and it seems like a significant improvement. I also dropped in a good bit of temp foliage from UT3 and the recent UE3 tech demo, which I will be sure to replace with my own foliage assets down the line. And I added a few more of my own mockup trees in key locations.
Reminder: all foliage here other than the trees is cribbed from Epic for now and I will replace it with my own stuff later.
keep it up !
I think this cyan is killing your scene a bit. I would go for something a bit more neutral. I dig the idea with the huge statues.