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!
Might have to try and fix a better construction sheet. Freakin wireframe!
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
*end message*
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.
Here´s a pillar by freschen.
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.
Current plan. Will soon start setting everything up in Unreal.
-
Way wip. Lots left.
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!
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.
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: 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!
"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
anyway, great job guys, looking forward to see more from you!
PS: Specular is a bit crappy I know.
Quick test, basically just plugged it into unreal and viewed it in the static mesh editor.
That's Wicked!!!keep that train rollin'. I wanna see more.)
Keep it up!
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 .
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.
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.)
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!
Some vertex color would be really nice too! Pretty simple to do.
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.
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
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.
IN THE NAME OF PROGRESS!
http://dl.getdropbox.com/u/469564/Unearthly2009/Screens/unrealpaintover.jpg
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!
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.
Please dont mind the steam-window to the bottom right. I don't know why it keeps popping up. I can't remove it!
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.
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!
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).
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).
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