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UC 2009 'END GAME' | BORN-ROBOTIC | 3D

Bal
polycounter lvl 17
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Bal polycounter lvl 17
Woo, it's finally on!

Keeping this post clean to eventually post the final images (if I finish on time!).
More info coming in a second.

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  • Bal
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    Bal polycounter lvl 17
    So, gonna try and go at it alone this year, even though I'll surely regret it when I get around to having to do some concept art!

    The theme this year is tricky, cause it really encourages me to go for some vast epic scenes, which I'll know I'll never have time to finish, so I'm trying to stay realistic...


    No final ideas yet, here are a few though :

    1- Some kind of tech-ish nuclear missile silo, seen from the inside, built underground, so with some rocky areas, and lots support beams etc, and obviously a big menacing missile/rocket in the center (something like a Soyuz rocket).
    Thinking of a low-angled shot, looking towards the top of the silo, with an opening to some dark skies.
    This is the idea I'm most fond of at the moment, even though it's not the most original.

    2- A patch of ground, on a hill, with a dying tree on it. Around it, mechanical stuff is slowly taking over, tubes starting to curl around the tree. In the background, the world has been overun by strange machines, and this tree is the last thing left.
    This could be kind of a sequel to what my collegues and I did last year. I like the idea even though it's a bit too generic good/evil, but I'm not sure i'd be so fun to make.

    3- More of a toony style, a nice little kitchen, with a table in the center. Nothing on the table except for a box of chocolate in the middle, and only one chocolate left! OMG!!11
    Yeah it's silly, and not so ambitious, but could be interesting for a more toon-ish style.


    That's it, good luck to everyone participating! GREEN for the win!
  • garagarape
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    garagarape polycounter lvl 9
    Keep this chocolate for me!
    I'll come over and pick it up with my Soy-ouze.
    Go go Bal! Bon courage.
  • Arkhange
    Man, don't be too ambitious ^^
    Tell us the story of this last chocolate dude :thumb:, it seems to be the more original idea of the 3 suggestions (in my opinion :D, or put the chocolate in a tree and the tree in a silo, just kiddin'... :p)
    Go for the toon-ish style, I'm waiting to see your first WIP !
  • Bal
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    Bal polycounter lvl 17
    Thanks guys! I wish you two were also participating (especially you Arkhange, unlike gara, you have no valid excuses not to!).

    So in the end I'm not doing any of my initial ideas, going for something a bit less original, but more motivating for me. Gonna go with some big-ass door, imagine right before facing the final boss or something. Gonna be a mix of tech and concrete, thinking kind of Blame! style.
    Here's a quick sketch of the general idea... Camera angle won't be like that at all obviously, will work on that more once I'm more satisfied with my 3D base.

    uc2_02.jpg
  • garagarape
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    garagarape polycounter lvl 9
    Nice rough sketch Bal!
    It reminds me of an illustration by Moebius.
    Unfortunatly I don't remember if it is from "Arzach",
    "Le Garage hermetique" or another of its works...
    The illustration on the link below is not exactly the one I was thinking about.
    http://itsalljustcomics.com/wp-content/uploads/2009/02/moebius.jpg
    It was more like millions of people rushing towards a gigantic Gaudi-like
    building, with "Human rights" writen above a closed huge portal :)
    Anyway, I think there is something really good to pick up here and that
    fits "Game End" subject. Trying to put a bit of Moebius "Fake Universe"
    ("False Universe"?) thema in your scenery could make it more interesting,
    may be. Like, "what you see is not really what it is".
    I think it could bring something deeper to your "Final stage" idea.
    Can't wait to see more. Man, I'm so sad to be out of it this year.
    I hope it is not the last "Unearthly".
  • Bal
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    Bal polycounter lvl 17
    Meh... I wasn't getting anywhere with my previous idea, I had it blocked out in unrealed, but the overall theme kept escaping me, and I couldn't come up with a design for the door that would fit with the style I wanted for the rest of the environment...

    So, I decided to come back to my initial idea (nuclear silo), gonna be tricky finishing on time, but at least I'll have some showable bits.

    Quick inspiring ref sheet (tech-porn, yummy).
    uc2_04.jpg

    And some initial progress, on the overall layout + rocket hi-poly.
    uc2_05.jpg
  • garagarape
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    garagarape polycounter lvl 9
    Oh yeah!
    I love the two guys carefuly
    looking down inside the hole :)
    It seems that there's a polycount
    logo hidden behind the open trapdoor
    at the top of the rocket on the first pic ;)
    Wich augur well upon you work for this comp.
    Good luck with it.
  • seforin
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    seforin polycounter lvl 17
    bal you always do such great sub D work and mechs I hope to see some awesome work from you this time around!


    question though are you bothering to do any quick renders showing off your sub D work as you go? Or you just taking screenshots of the view ports?

    (I think a few render or 2 near end will show off more awesome! :D )

    Either Way good sir, I got my monocle on you!

    MonocleMan.jpg
  • Cr
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    Cr greentooth
  • Bal
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    Bal polycounter lvl 17
    Thanks guys!

    Seforin, nice monocle you got there. :D Yeah I'll try to do some nice renders towards the end, right now I'm just doing quick viewport screenshots, cause I'm afraid of being short on time! Still so much to do...


    So a bit of progress, here's my basic floor modeling and bake finished, just have to do the texture (will wait to have a few pieces done before starting textures, to get some better consistency).
    Workflow is : 1- little sketch in photoshop over a screenshot of a few polies, 2- quick and dirty sub-d modeling 3- Import into zbrush to scratch stuff up a bit. 4- Bake normal, ambient occlusion, and base color map in xNormal, apply on low poly in max.

    uc2_06.jpg


    And I finished the hipoly for the reactor of the rocket, still have to detail the rest of the fuselage.

    uc2_07.jpg


    I have my two final screenshot angles kind of decided in unrealed, but I'm too lazy to launch it at the moment, so I'll post those later.
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