FINAL ENTRY:
Might as well get my team's page going early!
So myself and Carlo Balassu, a friend and co-worker of mine at Relic, are going to be entering the contest as an environment artist + concept artist combo. The 'End Game' theme is pretty flippin' awesome and we're already coming up with ideas that fit the feeling of the term.
Links of interest:Early concept pass:
So this idea we have is a world where people have been oppressed to a point that no one building, skyscraper, or house is useful. It's so bad, that shanty towns have been set up around cities, most of which are in ruin. Barely surviving, the remaining humans are doing what they can to hold on...
...only to now find themselves in early stages of a full blow invasion.
Will this be final nail in the human race's coffin?
Concept note: In the above concept we're just establishing our setting and composition. The large rock in the foreground will be replaced with our attack pods, which can also be seen in the background breaking the atmosphere and falling to earth.
Unofficial song for our entry (even though 1/2 of team Crabcore is gone, we still have some crabcore left in us):
[ame]
http://www.youtube.com/watch?v=-1pCOR9Rv9M[/ame]
We'll update this thread as new stuff comes online.
Replies
ps there is sperm in the sky!
Best of luck for the comp.
Spent an hour lastnight blocking out the scene to get a feel for the scale of the art I'll be making, and what I'll need to formulate my asset list.
If I could suggest one thing to everyone from school or working on something of this scale for the first time it would be to make an asset list early on. Come up with a concept (either in your mind or on paper) and break it down to its bare assets. From there you can easily prioritize based on time estimates for what you'll do. The least its impact on your scene, the closer to the deadline it gets worked on. Be prepared to make cuts and don't feel bad for doing so.
Block-in, based on the early composition. This will only be used as planning tool (unfinished):
Here's an update for the work I managed to do today while home sick from work (fucking sinus infection, great). Carlo should be posting soon with his thumbs of the drop pods as well.
Adam and I we're thinking of a mechanical POD but I got carried away here with lots of curvy lines. I figure I can just take this into 3d Studio and address the "curviness" of the design.
Adam ftf.
From the original illustration I figured the pod was going to be organic, not technologic in nature. Those ships in the sky look like mosquito larvae, so I figured they disgorged some grotesque seeds/spores or something.
And nah, they were just quick blots of ink to indicate their positioning, Much like how the one in the foreground is a rock.
The thumb nail is very cool !
I really like that the space crafts are
in the distance. It sort of makes feel
like there is no hope. Then the one in
the foreground seals the deal of no hope.
They are in deed every where.
Know what I mean?
Feels like that moment where you
realize it really is...The End.
Second,
I love the fact that you have introduced a
score to the thumbnail. Thats is pure genius!
It really shows that sound is such a major
contributing component in fulfilling the real
essence of something visual. Getting another
sense involved heightens the emotional reaction
I get from the piece.
I would love to see/hear/feel more entries with a soundtrack.
ooooh...perhaps a competition where either the contestants illustrate according to a soundtrack or
simply involve a very popular sound design site
into a challenge. Could be pretty sweet!
So what we have here is a Win-Win thread.
Cool art and cool music.
Thanks for the inspiration!
Bye,
MASCI
Here's a small update from Carlo for our Attack pod's. Hopefully he doesn't mind me ninja'ing this from our Dropbox to post here.
Cheers.
Looks like those glasses are really giving you super artistic powers! :thumbup:
Keep it up!
Thanks for the comments everyone, should have an update some time tonight as I just got back from being MIA for 2 days.
So its a bit premature to post an update like this without proper context as Carlo will be updating our concept soon, showing the whole picture, but i wanted to get out a quick update tonight.
Here are a few notes worth reading before checking out the update:
- Ignore my lighting in the scene. It's just there for me to see stuff in Unreal. At this point, in no way what-so-ever, is it representative of how our lighting will be.
- The shanty's are 1 model file dropped in the scene I did quickly to get an idea for distance, size, and numbers. It's there strictly as a tool for me to use when building the shanty buildings.
- The shanty buildings are dissected, rebuilt, baked and ready to be constructed fully. Hopefully I can update this thread with that tomorrow or Wednesday.
- The focus of the scene - the attack pods and the destruction their bringing to this world thats on their last legs, will not come in to the scene until its closer to the end of the contest. So for now, it just looks like some bridge with overgrown vegetation (I'm aware ).
Since I last updated:- Vegetation pass on the foreground
- Prop added to the pillar asset
- Shanty & background bridge "tool" models added to scene, for proper planning of their actual artwork
- 80% of shanty pieces have their low poly & highpoly baked, ready to be textured. I'll finish this up tomorrow.
- Terrain + terrain materials added to scene. Will be reworked once the location of the Shanty's are known.
The goods:Cheers