Home Contests & Challenges Archives

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

12357

Replies

  • poopinmymouth
    Offline / Send Message
    poopinmymouth polycounter lvl 19
    Sorry for forgetting to flip it.

    http://www.poopinmymouth.com/net/pcount/brom_uc_paintover01.jpg

    Don't be afraid of near whites and near blacks. As long as there is contrast in it, it's a good thing. You want large scale contrast so that volumes read well. I don't really know how best to approach it in editor, but what I did is made two curves layers, one for darks, and one lights, then painted them in where appropriate. The entire image was under exposed also, so I bumped it up a half stop in brightness. Then I added the blue light to the lower corner of the cockpit, to add some visual interest. This is where a point light with inverse or inverse square falloff would be good, so that it only lights this little area.
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Small lunch time update
    uc_2009_WIP_04b.jpg
  • poopinmymouth
    Offline / Send Message
    poopinmymouth polycounter lvl 19
    Much nicer value range on the latest one. Keep in mind that the eye goes to bright values first. Right now I'm assuming the main focus point is supposed to be the crashed ship, but it's so dark it doesn't pull the eye. Try to keep your main focus point around the 75% brightness area, so it's not blown out, but is lit enough to draw the eye.
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Ya, hmm. I am going off the notion that a strong silhouette is where the eye goes first, before the hottest area of the photo. I still don't have it hot enough on the pods rim, which I think will help bring the eye back to it, on top of a strong silhouette against my background.
  • poopinmymouth
    Offline / Send Message
    poopinmymouth polycounter lvl 19
    Yeah a strong silhouette would work too, but it currently doesn't have that going on, the right side of it is the only park that is dark clearly defined shape against light.

    You could easily do both and have the left side of it hot and high key, and the right side dim and silhouetted.
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Yea, fucking lights in Unreal can drive me nuts. More tonight or tomorrow!
  • Bbox85
    Offline / Send Message
    Bbox85 polycounter lvl 9
    I've always worked off of highest point of contrast as well. Use squint mode, it's a good way to test your focal point. If your eye goes to your intended focal point in that blurry mess then there's no need to worry about anything
  • Matroskin
    Offline / Send Message
    Matroskin polycounter lvl 11
    adam wrote: »
    Ya, hmm. I am going off the notion that a strong silhouette is where the eye goes first, before the hottest area of the photo. I still don't have it hot enough on the pods rim, which I think will help bring the eye back to it, on top of a strong silhouette against my background.

    True, but strong silhouette is seen because of the contrast, otherwise there is no silhouette ;)
    The contrast is achieved through different values.

    Looking nice so far, textures make me jealous :P
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Some light maps are giving me issues so I think I may end up going with the Unreal ed screengrab rather than directly in-game.

    Anyhoo, here's tonights update from me fiddling around in Unreal. Am going to start to concentrate on the 2nd angle while the effect for their after burners gets worked out.

    uc_2009_WIP_04c.jpg
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Fun facts:

    1. ~180,000 triangles
    2. I would say I am just over 4096x2048 for textures:
      uc_2009_4096.jpg
    3. I'm burning out on this.
      1. ~2hours each day, Monday to Thursday.
        1. After work and in-between handling stuff for the new site and chillin' with Gail.
          1. OT on Tuesdays & Thursdays
      2. Fridays are beer/game/relax night.
      3. ~6-8 hours on Saturday and Sunday
        1. Mixed with Polycount shenanigans and my girl.
  • ae.
    Offline / Send Message
    ae. polycounter lvl 12
    Hey adam,

    i know someone made a little jpg chart showing an outline of the texture budget do you by any chance have a link to it?
  • conte
    Offline / Send Message
    conte polycounter lvl 18
    truly impressive work!
    best of luck to you!
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    ae. wrote: »
    Hey adam,

    i know someone made a little jpg chart showing an outline of the texture budget do you by any chance have a link to it?

    Sure do! http://eonix.shackspace.com/4096.jpg

    The smallest square in the image is 512x512
  • stimpack
    Offline / Send Message
    stimpack polycounter lvl 10
    Feel you on the Overtime. Substitute the girlfriend for a needy doberman and im right up there with ya =(

    Props to ya for pushing through so well!
  • Swizzle
    Offline / Send Message
    Swizzle polycounter lvl 16
    The latest update looks great. Adding more rim light really helped the pod pop out of the scene.

    I'm a bit concerned that the big highlights on the pod are getting lost in the hotter parts of the smoke in the background, though. If there's a way to make those cloudy bits a cooler color or not quite so blown out, it'll probably help make the pod stand out from them more. Maybe instead of white, they could be gray?
  • Frump
    Offline / Send Message
    Frump polycounter lvl 12
    This has looked awesome from day one and it still is.

    Just to add on to what Swizzle is saying, I think overall the scene could use more variety of tones. The whole image is comprised of mostly warm colours with the exception of the overpass. I find everything else is washing together and my eye is drawn to it.

    here's a couple simple variations that I think really help to separate the foreground and the background and bring the focus back onto the pod.

    First is a cool background, second is a cool foreground.
    coooolp.jpg
  • Matroskin
    Offline / Send Message
    Matroskin polycounter lvl 11
    awesome looking scene man:) congrats!

    @ Frump - I guess in this situation it is all about density of fog. The environment should look consistent, it cannot have blue for and sunset skybox or vise versa;) So it could just have a bit more dense fog or sharper foreground.
  • smiljan66
    good job i saw some buildings so you use it with alpha planes it can be done?
    good work and where is the second shoot?
    good luck!!
  • Peris
    Offline / Send Message
    Peris polycounter lvl 17
    frump that just looks weird to me to be honest, this kind of lighting wouldn't produce such deep blue shadows.
  • crazyfingers
    Offline / Send Message
    crazyfingers polycounter lvl 10
    I think getting some shadow cast from the bridge on the foreground flora would do a lot to add depth:
    4097762661_6a95a0818b_o.jpg
    Not sure how well your flora's responding to lighting but if worse comes to worse you could always put darker shades of flora and just replace them bit by bit.
  • Firebert
    Offline / Send Message
    Firebert polycounter lvl 15
    stimpack: that just sounds REALLY bad dude... like I'm gonna call PETA bad :P
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Peris - Agreed!

    Stimpack - Ya :\

    Firebert - LOL

    Crazyfingers - That shadow wouldn't be cast like that with the sun's sharp positioning being as it is.
  • Asmodi
    The Scene is looking great but there is one thing that is bugging me. The ground for the drop pod doesn't look broken up enough. I would try and slope the ground down even just a little to give the effect that the pod actually pushed down the earth. It just looks like flat ground right now with the pod intersecting it and then rocks added to cover up the intersection. Those pods look to be going to fast to not have more of an impact.

    Cheers!
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    If I drop it down I'll lose more of the pod in the scene, which is not my intention. I'll try and come up with something that is the better of both worlds.
  • Frump
    Offline / Send Message
    Frump polycounter lvl 12
    I wasn't meaning for that to be what you should definitely do, it was just to show that it would help to add some separation. It was just an exaggerated quick photoshop colour balance.

    That said, I still think it would be good to find a way to add some separation between the foreground and background.
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Likely my final update on this, barring any substantial errors or updates needed. Carlo hasn't seen the colour of the thrusters so I may change that element.

    We need to move on to the 2nd shot and gathering all the other elements of the submission.

    *phew*

    uc_2009_WIP_04d.jpg
  • Firebert
    Offline / Send Message
    Firebert polycounter lvl 15
    not really digging the thrusters... they really remind me of those blow torch butane lighters... but maybe that's because i'm trying to quit smoking.... DAAAAAAAAAMMMMMMMMMMMMMMMMMIT!!!
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Haha, awesome - that was the idea :P A quick, sharp, burn.
  • Explosivo!
    Been watching this one. You guys have a very cool environment. Love to see the second shot.
  • Joshua Stubbles
    Offline / Send Message
    Joshua Stubbles polycounter lvl 19
    Great work guys - looks incredible!
  • Swizzle
    Offline / Send Message
    Swizzle polycounter lvl 16
    <asshole nitpick>

    They totally wouldn't be firing their engines like that if they were just going to hit the ground. They'd hit and explode!

    </asshole nitpick>

    That said, everything looks kickass and screw being scientifically accurate. Tone down the blue in those afterburners, though.
  • adam
    Offline / Send Message
    adam polycounter lvl 19
  • Firebert
    Offline / Send Message
    Firebert polycounter lvl 15
  • rasmus
    Liking the blue thrusters, and this latest update did a lot for the scene. Did a paintover as well but now it's at work :( I did like the foreground shadow that someone did tho. And maybe let the main pod be a bit more saturated for added pull, with whatever shreds of energy you might have left in this? :) Good luck!
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Heya thanks! No image updates but I did change the thruster colours, and tried to remove some of the green out of the shadows via post-processing. Will post an update sometime tomorrow!
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Will likely be going with these 2 shots for our submission, with the sky shot being a third beauty I do for fun.

    Still though, the idea of doing something drastic with my 2nd beauty like that intrigues Carlo and I and we may go with it for our 2nd beauty.

    uc_2009_WIP_05a.jpg

    uc_2009_WIP_05b.jpg
  • ZacD
    Offline / Send Message
    ZacD ngon master
    the shots are way to similar.
  • acapulco
    Offline / Send Message
    acapulco polycounter lvl 9
    How about raising your opoint of view in the second one so you can see the docks and all the background stuff. The Sky is seen in the first pic, the second should perhaps explain the surroundings.
  • Firebert
    Offline / Send Message
    Firebert polycounter lvl 15
    i agree that the second view is too similar to the first, mainly because of the angle that we view the bridges in the bkgd... they line up too close to the naked eye and lead this image to feeling less like a whole environment, and more like a still with slight variations.
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Hmm! OK then - back to the drawing board :D
  • JacqueChoi
    Offline / Send Message
    JacqueChoi polycounter
    :D


    Love this piece.

    Not a fan of that second shot either. The texture resolution doesn't hold up on the rocks.
  • pliang
    Offline / Send Message
    pliang polycounter lvl 17
    If there's more over to see over that pod, perhaps consider that as a second shot. Something to explain the rest of the surrounding more would be good.
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Ladies, gentlemen... our 2 shots:

    Shot 1 is pretty well done. Shot 2 is NOT complete as much has to go in to the smoke trails and some compositional work on the left side. However, they're 'there' enough to show.

    NOTE: The colours are off on the second shot as my photoshop is being a douche about Proof Colours and Proof Setup. (Grr!) It also doesnt' help that I am showing it now with the post processing off.

    EDIT: Actually fuck it. I will fix the images and show them later.

    Carry on...
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Alrighty. 2 angles, same shit has to happen as above but they now both have their post turned on.

    bpg_wastedhope_01a.jpg

    bpg_wastedhope_02a.jpg
  • crazyfingers
    Offline / Send Message
    crazyfingers polycounter lvl 10
    New second shot is pimpin', wouldn't have thought to remove the main pod but it works really well.

    Minor crits/ suggetsion: If you added some dark smoke coming out of the exhaust of the dropped pod in the second shot it would help differentiate it from its surroundings. You could also arrange the fire a bit better so it's easier to see.

    Really came together dude, long roads almost over!
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Glad you're liking the 2nd shot - we like it too!
  • Joao Sapiro
    Offline / Send Message
    Joao Sapiro sublime tool
    i actually prefer the first shot, those buildings in the background tell more story, in the second shot is more like some slumsbeeing bombed, nothing special about it.
  • Mark Dygert
    I love the scene its awesome.

    But there isn't much tying the two shots together, they could be on opposite ends of the same world or right next to each other. They both highlight some cool bits of the scene but don't seem to share much. If you're familiar with the scene you know the stuff in the second shot is just off to the left in the background of the first shot. But if you're looking at it with fresh eyes it's not any easy connection to grab at first it kind of blends in.

    Maybe adjust the first shot to show more of the town, maybe put a stronger light on the town? like a search light on the roof, cutting through the fog?

    Maybe for the second shot go back to the shot you had here but push it forward some more so the pod is on the right edge of the screen maybe 10% showing and its focused on the shanty town. That way the pod isn't the focus of both shots and its forward enough to feel like a few steps, but you're not totally disconnected when transitioning from shot to shot.
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    I'm pretty confident people will draw the 2 together. Everyone I've shown - not including yourself - have known what was up right away. It's pretty obvious these are from the same environment, with the same event happening within it, which is whats important here.

    Regardless of whether the pod is in that first shot or not they'd be too close to the same angle.

    That said, this is purely for the submission of the environment. When we're done, I plan on doing quite a few beauty shots and something like what you've suggested will likely be in that group.
  • Joao Sapiro
12357
Sign In or Register to comment.