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UC 2009 'END GAME' | Notorious Bastards | 3D

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polycounter lvl 17
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Wahlgren polycounter lvl 17
Well guys: I have officially closed this down. I still have to optimize filesizes and stuff like that but here's the final stuff.

Thank you for all your support and opinions in this crazy comp and good luck to the rest of you! :)


Final_01a.jpg


Final_01b.jpg

Might have to try and fix a better construction sheet. Freakin wireframe!

ConstructionSheet.jpg

Concept_sheet.jpg

Texture_sheet.jpg


Yo peeps. Enlisted the help from a buddy. (Freschen, Mainly an awesome character artist.) We´re both recently unemployed and working on our portfolios. This being a part of that.

At first I was thinking of going" sci fi omg super assplosions and spaceships" but figured, hay! lets do it hard for myself and I chose something along the lines of this.

(And yes there will be statues. Rulebending time. ;D )

http://fc04.deviantart.com/fs13/f/2007/029/0/c/Cemetary_stock_7_by_Tigg_stock.jpg

Replies

  • freschen
    notorious bastard reporting for duty!
  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    Its Basterds :) Jokes apart, good luck.
  • frubes
    needs more foliage! Im intrigued as to how you plan on conveying end game with this?
  • pestibug
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    pestibug polycounter lvl 18
    Posting on behalve (sp) of Notirous and .co Currently polycount boards is still down for them. (word goes the northern europe region is affected). Anyway, Notorious bastards is unable to pimp at the moment due to the server thing.

    *end message*
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Yay! We gots polycountz!

    mockup_01.jpg
  • freschen
    statue_progression.jpg

    couldn't restrain myself and jumped right into action :P
    well, it was above all a test to see how we should approach the stone/rock/brick areas - we'll likely go for a similar look.

    statue/pillar itself is rather wipish - will change the face/hand areas some more.
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Heeeey-ooooo! Here´s a gate design to look at. So you can see that we do some concept too!

    Gatesketch3.jpg
  • onionhead_o
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    onionhead_o polycounter lvl 16
    so much progress already. I like the sculpt for the statue pillar.
  • Diwan
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    Diwan polycounter lvl 13
    oh my, that sculpt is soooo cool, I want it for my scene lol! Good luck guys!
  • Wahlgren
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    Wahlgren polycounter lvl 17
    I haven´t been able to work as much the last week due to moving and stuff but yeah. Still going at it. I´m not doing any of the cool stuff, Waaaah :(



    screen_01.jpg

    Here´s a pillar by freschen.

    pillar.jpg
  • killahk
    Oh man that's a sick pillar!!! I'm really liking you guys scene so far
  • divi
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    divi polycounter lvl 12
    the bottom part of the pillar is just awesome, the top seems a bit busy and unstructured. but very cool nontheless :D stop moving and give us some more updates!
  • Minos
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    Minos polycounter lvl 16
    Nice progress. One crit: The stairs look too short compared to the archway.
  • RadioActiveKitten
    This is definitely a thread I will be watching! I love what you guys have so far, the pillars look amazing! :)
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Thanks for the comments guys.

    Minotauro. I hope this is more to your liking. I agree with you about the stairs so I changed them.



    WIP. Got a few more things to go over on it. Just wanted to show that we're not dead.

    Plan is to add vegetation over it aswell later and that's why some parts aren't that heavily detailed (You won't see it). I'll also do some things with the help of texture overlays. Cracks mostly.

    gate_brush_08.jpg


    Current plan. Will soon start setting everything up in Unreal.

    mockup19.JPG
  • Dragonofpeace1985
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    Dragonofpeace1985 polycounter lvl 13
    You stuff is looking awesome.. dude, keep it up.
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Thanks for the love mate. :)

    -

    Way wip. Lots left.

    gate3.jpg


    Another by my comrade Freschen. Final statue. He doesn´t know I´m showing it. Don´t tell anyone. Sssh! :)
    We have a few more things but we´ll keep those as a surprise. Soon it´s ue3 time! :)



    statue.jpg


    Oh please keep in mind, These are MAX-screengrabs and we will be porting it to ut3 and put in detail normalmaps and other nice effects.
  • stimpack
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    stimpack polycounter lvl 10
    these are lovely!
  • Syros
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    Syros polycounter lvl 11
    this is hell of a Job Dudes, keep it up!
    and let me tell you something: I really love to see that Screaming in the sculpture a little Bolder, i don know how to say it but may be you can emphasis it later with lights, i don't know, but it is great anyway!

    PS: sorry for my poor English!
  • frubes
    loving the sculpts P.I.G and im digging the textures, they have a nice feel. How does the sculpture fit in with the rules? Is it blocky enough to be overlooked?
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Thanks guys!

    Frubes: That will be a surprise I guess. I know there are people with more detailed stuff so hopefully it´s ok. Either way we are doing this mostly for our portfolios. Competition comes second so if we get burned it´s not "that" bad even though it will suck pretty hard. Do you think it´s to detailed? Making me scared now mate! :D
  • frubes
    I think it will be ok, i guess it really depends on how much focus it attracts in the scene and what the idea of "blocky" is. I dont reckon, looking at yours you could get much more blocky :D If people have more detailed sculpts i think you will be ok for sure.

    "Statues: Statues made of stone and metal are allowed, but they must possess extremely minimal details."


    Either way, i think its really nice. Got a really good sense of weight too it. If all else fails just turn it into a mech :p
  • MALicivs
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    MALicivs polycounter lvl 15
    I think that statues aren't alowed more in the sense of renaissance kind of statue, this is pretty much the same as sculpting a wall made of very detailled bricks. I believe thats allowed.

    anyway, great job guys, looking forward to see more from you!
  • Orb
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    Orb polycounter lvl 13
    this is looking very good! great details
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Doing vegetables for a few days now to start dressing things up. I still have a few things to fix on the gate (Spikes / poles for one) but I´m gonna back away from it for awhile. Fresh eyes and all that.

    PS: Specular is a bit crappy I know.

    gate6.jpg
    gate6b.jpg

    Quick test, basically just plugged it into unreal and viewed it in the static mesh editor.

    gate6c.jpg
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    This looks great. spec and lighting will help a lot. good job
  • d1ver
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    d1ver polycounter lvl 14
    Damn dude....
    That's Wicked!!!keep that train rollin'. I wanna see more.)
  • GoSsS
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    GoSsS polycounter lvl 14
    This gate is looking really damn cool :)
    Keep it up!
  • A.Kincade
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    A.Kincade polycounter lvl 9
    This is looking pretty sweet. Really dig the stone columns. Can't wait to see more.
  • Minos
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    Minos polycounter lvl 16
  • crazyfingers
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    crazyfingers polycounter lvl 10
    just some minor crits:

    The green doesn't look so hot on the polycount faces and the bars coming up from the top holding the chains are a bit long and block the cool rendering on the top of the gate.

    Overall though that door looks great :D.
  • DeusExMatteo
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    DeusExMatteo polycounter lvl 10
    I really like the gate, but the chains feels a little out of place to me - I think it would look better without them... Keep it up! :) Agree with crazyfingers concerning the bars - they feel like they're in the way of the stone face
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Didnt expect this many replies since it´s been pretty dead in here before. Truly appreciated. Well. I want to respond to everyone as a thanks so here goes.

    nfrrtycmplx: Cheers. Yeah. It´s kinda lacking without hehe.
    d1ver : And more thee shallt have!
    GoSsS : Thanks man. I will try. Getting very art-blind here.
    A.Kincade : Thank you. Had a hard time getting it together. Haven´t used Z-brush much.

    Minotaur0: Thank you.

    crazyfingers: I agree on the green (It wasn´t super obious in max but later in unreal it was) and when you mentioned the bars I noticed it too. Very true mate. I´m gonna do an overhaul on those.

    DeusExMatteo: The chains are part of the design so much that removing them would be hard so I´ll keep them. Thanks for your input though. :)


    Working on veggies. Almost done. These grabs are from unreal. There´s a few tweaks here and there that needs doing but give me an hour and that should be fixed. Taking a break now! Heh.

    * There is no normalmap on the smaller leaves (The right ones)
    * Will make another leaf for the smaller ones to get more variation.
    * Due to alpha issues I haven´t been able to clearly see all of the leaves. Lots of clipping.... There´s quite a few i have to move around (aswell as tweak).

    I will also try to get some vertex coloring magic going on in there but I´m not 100% sure how to do that yet.


    veggie3b.jpg


    Quick ugly test in unreal viewport with basic light. Wasn´t able to up the resolution on the lightmap so it´s a bit eh. Eh in general. Tss.

    Intending to put everything in unreal by the weekend (build up the final shot basically.)
    veggie3.jpg
  • nfrrtycmplx
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Very respectable foliage, I'd ditch the geometric vines though, they always look odd unless you use tons of tris, its just not worth it, might want to experiment with alphas though.

    Mad props on the palm, i generally don't like 'em but this one works well, although i think it might have too much blue, would be nice to see a little bit more color variation somehow on it. Eh, i shouldn't crit till i see it in the scene ;).

    Oh yeah, make sure you turn shadows off or you're going to get some funky lighting, a trick you might want to try is keep shadows only on the bottem leaves, this way they still cast shadows on the environment but wont totally kill their own lighting.

    Anyway, great stuff!
  • gamedev
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    gamedev polycounter lvl 12
    Not sure if it still works but setting the foliage material lighting to non directional can yield some nice results (this way they don't heavily shadow each other).

    Some vertex color would be really nice too! Pretty simple to do.
  • Spitfire
    lovely detail on that gate, keep it coming
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Gamedev: While non directional did give some nice interesting results it was pretty bright and colorful... it also lost all specular :)

    Crazyfingers: Cheers. It´s a fern though heh. Guess i failed *sniff*. Hehe. Yeah the blue is mostly from the specular. Trying to get a grip on it. The shadow thing. Wouldnt this mean two meshes or two materials?

    I´m hoping the vines will look ok at a distance. Otherwise I´ll rip em out. I´ll probably make them less spiky though. They are messing with me right now.

    ---

    Anyway, I got vertex coloring to work and hot damn. Here´s a few tests. I´ll probably use all of them, Painted and non painted.

    veggie4.jpg

    veggie4b.jpg


    And i also got a bug with max 2010. Vertex painting crashes the program if i use a wacom. http://boards.polycount.net/showthread.php?p=1020563#post1020563
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Your flora looks awesome dude, wish i could steal it and put it in my scene!

    To get the shadow stuff i was talking about, alls you'd have to do is make a multi sub object material in max and apply it to your asset, put two textures in there and make all your shadowed leaves material ID 1, and mat ID 2 for non shadowed leaves. Then just plug the same material in for both ID's in UT3 but it will give you the option do you want this mat id to cast shadow? just uncheck it.
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Brilliant. Thanks a ton mate. I'm very new to UE3 so these hint and tricks are appreciated. I'll give it a try later on. One thing at a time :)
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Did a paintover on the unreal scene. Some temp objects in there. Not enough destruction. More will be added when i sort out the technical issues. More veggies everywhere! Just wanted to do a quickie. :)


    IN THE NAME OF PROGRESS!

    unrealpaintover2.jpg

    http://dl.getdropbox.com/u/469564/Unearthly2009/Screens/unrealpaintover.jpg
  • gamedev
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    gamedev polycounter lvl 12
    Hey Pig,

    Can you post a shot of your vertex color shader? I can't seem to get this to work at home! Are you using UT3?

    It's late and this is driving me nuts!
    - Vertex color added in Edit Poly in 3ds Max.
    - New mat created w/ vertex color node
    - Vertex color node is multiplied w/ my diffuse
    - Profit
    - Nothing shows up ;(

    Cheers!

    -Tyler

    PS - Flora is looking dope!
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Sure Gamedev. Thank you.

    VERTEX1.jpg

    VERTEX2.jpg


    Also. Feel free to help me out here guys. Is there a big noticeable difference between the left and right version here? One of them is 50% less on the tricount.

    Just some optmizisations you know. I also removed the vines. Will handle that in another way. :)
    test.jpg


    Please dont mind the steam-window to the bottom right. I don't know why it keeps popping up. I can't remove it! :'(
    unreal2b.jpg
  • divi
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    divi polycounter lvl 12
    sweet foliage!
    on the topic of the optimized vs unoptimized foliage... the difference is visible and if taken on it's own quite noticable. but if it will be visible in the scene with lighting and all is a completly different technique. i'd go with the lower poly version and switch it with the "high" where it's needed once you are dealing with the final shots.
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    Heyyy!!!! This is looking sick man, great job so far :)

    I was wondering if you could show us some wires for your plants, any reference we can get for modelling foliage is always a bonus :)

    Can't wait for an update!
  • Wahlgren
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    Wahlgren polycounter lvl 17
    divi wrote: »
    sweet foliage!
    on the topic of the optimized vs unoptimized foliage... the difference is visible and if taken on it's own quite noticable. but if it will be visible in the scene with lighting and all is a completly different technique. i'd go with the lower poly version and switch it with the "high" where it's needed once you are dealing with the final shots.

    Cheers. I did a few tests with random people and nobody could really spot the difference so I decided to go with the lower one. So I'll do just exactly what you said :)

    It's not really visible in the scene at all. Thanks to this update I can add twice as much (Not that I will).
    Heyyy!!!! This is looking sick man, great job so far :)

    I was wondering if you could show us some wires for your plants, any reference we can get for modelling foliage is always a bonus :)

    Can't wait for an update!

    Yay! Lavoie. I'm a fan of your enviros and sweet UT-knowledgzor. Feel free to give me any pointers you might have about cool neat tricks in unreal.

    Anyway. They aren't that special to be honest and I still need to do another polish pass on them but I'll show you the different versions I have and then you can decide for yourself what approach you like. :)

    They used to have vines (Three sides cylinders) behind the leaves as you can see further up on this page but I removed those due to the noise and polycount factor.


    I'm sorry for the low quality of the screens. My max shader can't really sort out the alphas to well (which is why I have such an issue with placing the leaves out nice and proper). :(

    Plants1.jpg

    Plants2.jpg

    plants3.jpg
  • gamedev
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    gamedev polycounter lvl 12
    Hey Pig,

    I wasn't exporting my vertex colors! Been using an automated export script so I have not been seeing that dialog. Doh!

    Thanks for taking the time to share!

    -Tyler
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Hey. I figured it was something like that so I decided to add it as a reminder. It's usually the little things. :)
  • divi
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    divi polycounter lvl 12
    you could always give shaderFX a whirl to solve your alpha issues inside max. setting up a basic material involves no learning at all. just like unreal.
  • Shogun3d
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    Shogun3d polycounter lvl 12
    Nice job with the flora, very cool vertex color technique. Thanks for posting up your screens!
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