Just a comped image concept for the End Game theme.
***In the not so distant future due to over pollution mutation in the eco system has forced humans to huddle up in what little remains of civilization.
Because of the constant strive for resources, society has broken up into factions (Urban Cities and rural mountain people) and signs of strife like ruins, armed vehicles and shacks are scattered throughout the map. Signs of over pollution like spores that has spawned from the eco system (Like Valley of the Wind) that is gradually consuming what little mother Earth has left.
In the distance the viewer can also see an incoming naval fleet and airships arriving for a final showdown with the mountain folk.
The focal point is a vehicle which shows the time period is in and how retro/rugged technology is at the time. For now it's just some blob like thing in the image.
Hey Peter looks cool, i think the polycount face is just too obvious, you should integrate it into another prop or something . But I like the scene, im sure you'll pump out some cool stuff.
I agree with Ben on the whole Nausicaa thing. I love the organic feel of the helicopter vehicle, and the fact that it's also got strong submarine elements to it. The damage suggests a whale's skeleton kinda thing happening - very cool.
Just a quick color update as other objects are set for the scene in Unreal. There are still lots to do despite the new deadline but perhaps a an extra week to tweak if pace myself.
I did a quick pass on the airship, but with the extra time I'm thinking of a new, less muddy texture.
models look really good, but my critiq for the scene is use a different sky cause you have a lot of warm colors and its hard to see everything as one picture.
i agree, models look great, but i think the scene is very messy, try getting more distiction between the models, via either placing and color/lighting techniques.
Depthbiasalpha on the water please! Also probably saturate your water to match the bottom of the skybox. Otherwise lots of stuff going on. Which rocks. The lighting might need to be tweaked to help the viewer not get overwhelmed with stuff. Looking great though man.
Nice to see an entry that actually looks like you could run in and play it. Sure you'll get big bonus points for that. And this could come together really fast with some lighting/ fog tweaks (not that it doesn't look good already), good luck!
Thanks for the input guys but time was really pressing and had to cut out most of the changes.
I had a lot of fun with this project and I'll keep the advice in mind next time I take on a project.
Replies
***In the not so distant future due to over pollution mutation in the eco system has forced humans to huddle up in what little remains of civilization.
Because of the constant strive for resources, society has broken up into factions (Urban Cities and rural mountain people) and signs of strife like ruins, armed vehicles and shacks are scattered throughout the map. Signs of over pollution like spores that has spawned from the eco system (Like Valley of the Wind) that is gradually consuming what little mother Earth has left.
In the distance the viewer can also see an incoming naval fleet and airships arriving for a final showdown with the mountain folk.
The focal point is a vehicle which shows the time period is in and how retro/rugged technology is at the time. For now it's just some blob like thing in the image.
*Asset List*
Shacks, trailers
Farm Implement
Vegetation
Spore Vegetation
Discarded Furnitures
Weapons (Rifles, gun emplacements)
*Midground
Bridges
Village
Industrial Buildings
Boats
Ruins
Cars
*Background
Vegetation
Faraway Buildings
Ships
Airships
Other
Main vehicle (Hero Element)
Vehicle Light
Emission FX
Spores
So just a quick dump of some of the models built so far, will be laying them into place with the other model sets by Sunday.
Some vehicles for the mid ground. Designs were inspired by the tanks in Quake.
Broken buildings and trailers for the settlement.
Some variations that will be mixed around and reused for the buildings in the background.
A station for the mid ground where there's the body of water.
More to come.
A station that will be placed behind the little buildings, they will be covered in filth eventually.
If there's time, could make a destroyed version of it.
After lots of tweaks will be experimenting in the engine.
So far there's the high poly.
2nd!
Keep it up!
Can't wait to see some more - nice work, Peter.
Just a quick color update as other objects are set for the scene in Unreal. There are still lots to do despite the new deadline but perhaps a an extra week to tweak if pace myself.
I did a quick pass on the airship, but with the extra time I'm thinking of a new, less muddy texture.
(Images are viewport grabs.)
Second angle I'm still thinking over a few angles.
Thanks for the input guys but time was really pressing and had to cut out most of the changes.
I had a lot of fun with this project and I'll keep the advice in mind next time I take on a project.
My finalized submission sheets.