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UC'09 "END GAME" | Black Plastic Glasses | "Wasted Hope" | 3D

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  • Matroskin
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    Matroskin polycounter lvl 11
    i would say dont care too much about that :P
    Just could be "on eye".
    i will have approximate tri count as well, just will see how much i have in max, then figure out how it is in Unreal.

    Plus-minus a couple of thousands in not big deal if u have between 100 an 200 K ;)
  • adam
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    adam polycounter lvl 19
    Well its 1 triangle in Max multiplied by however many hundreds or thousands in the editor. I'd like to figure it out.
  • cbalassu
    Hello Folks...just some updated pieces...for figuring out pod colour schemes
    and a potential lighting schemes update.

    CB_Pod_02.jpg

    CB_Lighting_02After.jpg
  • gamedev
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    gamedev polycounter lvl 12
    I really really like the broken silhouette of the overpass. Some more cracks with some tiny light holes would look great. Bullet tracers rock as well!

    @Adam - are you sure primitive stats / instances triangles isnt adding in the terrain / grass? Try deleting and see if the number changes?

    As for the grass, Adam, I'm doing non-directional + translucent and tiny bit of emissive back light so they don't get dark. Shadow casting turned off for them as well. Tried to use some transmission mask magic but it does not seem to function w/ translucent mats.

    -Tyler
  • adam
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    adam polycounter lvl 19
    Grass/foliage is still driving me nuts. Will crack that nut on the weekend. In the mean time, here's a small update.

    Get it? Small update?
    uc_2009_WIP_03tiny.jpg
  • ru4it
  • Mark Dygert
    What happened to the overpass you broke it!? please fix, k thx.
  • Firebert
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    Firebert polycounter lvl 15
    OMG that update is awesome man! i really wanna see what's taking this ships out of commission.... but i think that is kind of the point you guys are going for here... it would still be cool to see a few massive ships looming in the background or something... like the bay area scene from R2. looks so great with everything all coming together so nicely... i'm stoked for this one!
  • Szark
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    Szark polycounter lvl 12
    Loving the look of the latest image.

    Have you considered having that bridge / highway in the background tearing apart as a ship is just crashing through it? Some motion-blurred rubble flying from the underneath towards the ground as the pod penetrates through the concrete, backed up with some awesome particle effects, and I think it could look pretty awesome. It could help add some more motion to the image aswell.

    Unless that would break what you're going for.

    Either way, keep it up! :)
  • Matroskin
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    Matroskin polycounter lvl 11
    looks way better with broken overpass :)

    Not sure about that bluish lamp on the left. As to me it breaks the color composition and it lits empty spot, therefore it kinda does not serve any purpose for now.
  • adam
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    adam polycounter lvl 19
    So is there any magic solution to getting foliage to light properly? I have a peach coloured directional in my scene, which is lighting most things up nice, but as you can see in my image the grass is basically untouched.

    If I have to, I'll bake those colours in to the diffuse of the grass and call it a day, but thats such a shit way of doing it I can't think its the only way.
  • Mark Dygert
    adam wrote: »
    So is there any magic solution to getting foliage to light properly? I have a peach coloured directional in my scene, which is lighting most things up nice, but as you can see in my image the grass is basically untouched.

    If I have to, I'll bake those colours in to the diffuse of the grass and call it a day, but thats such a shit way of doing it I can't think its the only way.
    Have you messed around with setting up a light channel yet?

    "The rest of the lighting channels are unused by default and are available to use for multiple lighting setups. For instance, one trick that we use sometimes is to put all foliage in one of the unnamed channels, and then add a directional light to the level which is only in that unnamed lighting channel and is set to not cast shadows. This directional light can then be used to modify the color of the foliage in the level."
    http://udn.epicgames.com/Three/LightingReference.html#LightingChannels
  • Joao Sapiro
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    Joao Sapiro sublime tool
    maybe try to add a normal map to the folliage with a curved surface overlayed ? i would play with normal effects that can help getting some nice lightning gradients in the grass :) looking cool this last update and concept man !
  • Bbox85
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    Bbox85 polycounter lvl 9
    It's really hard to get good lighting on the foliage, especially if it's translucent. I'm having the same issues with my vegetation. My only thought would be to look into unreal's custom lighting within a material, or doing the bake technique that you mentioned.
  • Orgoth02
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    Orgoth02 polycounter lvl 9
    Also if you go and edit the normals so that they are point out that will help tons
  • Chrisis
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    Chrisis polycounter lvl 10
    What if... and I really just mean *what if* you multiply the camera vector by the light vector, transform that into a tangent, multiply that (or maybe not) by your normal map and plug that into the normal slot...
    Could that just work with the light setup you have (direct light facing the cam)? or could it be I am just mildly retarded? (for the record, though, I'd never do such a thing anyways).
  • killingpeople
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    killingpeople polycounter lvl 18
    OMG SMALL UPZDAT! u tricky little big leprechaun.
  • adam
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    adam polycounter lvl 19
    Still to do:

    • Finish lighting
    • Add fire to environment
    • finish dock art set
      • put shanty's on stilts
      • closer to water
    • Tweak grass some more

    2 images for this update. One is the scene as it is, the other is an idea we're shooting around for our second shot, something which you'll see is very different from what most people will do with their second shot.
    uc_2009_WIP_03g.jpg

    uc_2009_2ndshotidea02.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Lookin' really good man, everything just fits so well in that still.

    Just gonna make one suggestion, I think you could put a little hot pink sheen coming off the upper left of the craft, just to draw your eye to it a bit and bring the lighting together a little more.

    The scene really just drips polish at this point, this is gonna be hot sh*t!
  • adam
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    adam polycounter lvl 19
    You talking about the pod in the foreground for your suggestion?
  • crazyfingers
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    crazyfingers polycounter lvl 10
    that's the one, maybe a touch on the ones in the background too.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    The scene is looking great guys! My only beef at the moment is with those smoke trails. It looks like you're using some kind of particle system to make them? The scene is static - I'd suggest just painting a plane or something. Right now it looks really really tiled. Still nifty though!
  • Vrav
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    Vrav polycounter lvl 11
    Instead of reading the story or anything, I'm just going to look at the latest images and ask: what do the little pods do? It looks like the one in the foreground just crashed and made a little hole in the dirt; otherwise, things are relatively unperturbed. I'm sure it'll look more epic with effects and such, but maybe that pod could be "doing" something - opening up, expanding in some way... otherwise, it doesn't feel like there's much of a threat other than giant metal pods falling from the sky and breaking stuff.

    edit: What I mean is, they seem inert. The glowing "eye" light in the concept solves that. Totally up to you though, the composition of this entry is amazing, even though I can't imagine what exactly I'd be doing if it were a level in a game (trying not to get hit? trying to shoot them down so they don't hit populated areas? who knows).
  • imb3nt
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    imb3nt polycounter lvl 14
    where did the debris from the destruction of the foreground bridge go?
  • adam
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    adam polycounter lvl 19
    Vassago - game art competition calls for game art execution. We won't be painting the trails like that :P

    Vrav - Ya we want the foreground one to be opening, will do this Wednesday i think.

    imb3nt - magic. That said, I'll add in some stuff soon :)
  • cholden
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    cholden polycounter lvl 18
    Digging how this is coming together. My initial concerns of palette not breaking "next-gen brown" are starting to dwindle. I like that second image, but I'm a sucker for spaceships and clouds.

    Maybe I wish there was more steam/smoke coming off that crashed ship up front, but I don't know how long it's been there I didn't read the cliff notes.
  • adam
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    adam polycounter lvl 19
    Ha! Awesome :D I just spent the last 10-15 minutes adding smoke to the foreground pod :D
  • killingpeople
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    killingpeople polycounter lvl 18
    Looking hot, sirs
  • adam
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    adam polycounter lvl 19
    Another frame idea for our 2nd beauty render. It's not in this image, as I literally just snapped it to see if it'd work, but I'd have a couple more pods screaming through the sky in the upper left of the shot.

    EDIT, the 3 updates for today were separated by page breaks in the thread so i wanted to put all 3 on 1 post.

    MAIN FRAME
    uc_2009_WIP_03g.jpg



    FRAME 2 IDEA #1
    uc_2009_2ndshotidea03a.jpg



    FRAME 2 IDEA #2
    uc_2009_2ndshotidea02.jpg
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    The 1st one looks good, but it's just more of the same, even the angle is pretty much the same. I like the pods flying through the sky - that's badass. :)
  • adam
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    adam polycounter lvl 19
    The angle is completely different, you're just seeing some of the same stuff :P

    Yea I love the 2nd idea myself, I am just not sure how it'd be viewed in the judges eyes to have something that doesn't show much of the environment.
  • acapulco
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    acapulco polycounter lvl 9
    I am missing a lil crater here. The pod looks like it was brought there with a crane and rubbed over the ground a bit. Looks not really like the impact the other pods suggest.

    Apart of this, nice work!
  • gamedev
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    gamedev polycounter lvl 12
    Yea I love the 2nd idea myself, I am just not sure how it'd be viewed in the judges eyes to have something that doesn't show much of the environment.
    I agree. It's a cool shot (and very different), just not sure what they'll think.

    Bits of feedback, as this thing is really gaining steam:
    - background city scape looks a bit too detailed for distance, would play w/ the fog and post a bit to smooth out the details. Also consider playing with light color and brightness to separate foreground and background from each other.
    - 2nd crashed pod looks too large for the distance that its at. Artificially scaled up?
    - entire foreground is covered in grass. Would like to see a bit of clearing under the overpass and even a large road debris chunk
    - can barely make out the water and docks. They are currently a bit of an awkward element.

    super shitty OMFG crap paintover w/ a few of those ideas in play:
    omg.jpg

    Sorry to desecrate your scene!
  • Envelope
    I agree with gamedev here. Especially with the light color in the forground. Anything you can do to help with distinguishing some depth into your scene at this point. It's really looking great otherwise.
  • adam
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    adam polycounter lvl 19
    I'll play with the grass and foreground colour. Previous iterations had it closer to what you have there, gamedev. I doubt I'll go that cool with the colours, but I'll throw some of the blue's in there I once had.

    The pod in the background, crashed, I don't think is scaled upward but there's a chance it could be so I will check it out when I get home from work.

    As for the crater, I am not going to go super larger with it. A couple more pieces of debris and thats its really.
  • Matroskin
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    Matroskin polycounter lvl 11
    looking very tasty :)
    Love it.

    The black smoke FX coming from under and around the pod on the ground could be done as particles though. I see the "flat" nature of that FX :P

    Not a huge issue though.

    Atmosphere is so cool i have to say.
  • konstruct
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    konstruct polycounter lvl 18
    damn beautiful. on par with the bionic commando visuals. kudos to you sir
  • adam
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    adam polycounter lvl 19
  • adam
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    adam polycounter lvl 19
    Oh ya, plans:

    -Other beauty shot
    -afterburners on the pods in the sky
    ---pull their smoke effects further from the pod, at the tip of the afterburner
    -lighting
    -address the crater size, see how it looks
    -relax

    EDIT: I'm away of the aliasing. That'll go away when I go in-game with this and super shot it.
  • BlvdNights
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    BlvdNights polycounter lvl 8
    Damn! Knock out!
  • Firebert
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    Firebert polycounter lvl 15
    the fire really added a nice punch! i say try adding in just a little more throughout those slum areas and maybe even add some lighting back there in as well to accent or hint that there is flames which would also probably add more depth to these regions. do a little bit to the back corner too... just to try it at least, but that little bit there REALLY caught my eye this time.
  • c0ldhands
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    c0ldhands polycounter lvl 15
    The texture and lighting looks superb but I still don't know about the composition, I feel that to much is happening at the same time in a still shot.

    PS: I hope I didnt hurt your feelings:)
  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    Can you do inverse square falloff on lights in this editor? I feel like the image is a bit flat and could really use some more contrast overall. I'll do a paintover when I get home to show what I mean.
  • Mark Dygert
    It could be the fog that is killing the depth. It has a way of doing that.
  • adam
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    adam polycounter lvl 19
    Can you do inverse square falloff on lights in this editor? I feel like the image is a bit flat and could really use some more contrast overall. I'll do a paintover when I get home to show what I mean.

    Yea I'd love to see this when you get it Ben. No idea about the inverse square fall-off, to be honest :(

    More fire will come tonight/this week!
  • crazyfingers
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    crazyfingers polycounter lvl 10
    have you tried adjusting highlights, midtones and shadows in the post processing?
  • adam
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    adam polycounter lvl 19
  • Ferg
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    Ferg polycounter lvl 17
    the foreground pod looks to be about 15 feet tall, the background ones look more on the order of 50 feet tall... it's really killing the sense of scale for me... or at least its confusing my lizard brain
  • Swizzle
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    Swizzle polycounter lvl 16
    The added color contrast on the stuff in the foreground made all the difference in the world here. The brightness of the pillar is kind of distracting, though; I want to look at it instead of the pod because it's saturated and noticeable. If there was a way of toning the light on it down without sacrificing the light on the pod, it'd make the pod much more of a focal point.
  • adam
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    adam polycounter lvl 19
    Yea I need tone it down a bit on the pillar & overpass, easily done :D

    Ferg - I'll scale it some more :D
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