<final post>
Time for me is over. I want to thank everyone for all the feedback, and if I missed any of it I apologize or you were wrong (hey I can't be me if I don't say it). I'm now in the process of moving and have submitted my final. If you're reading this there's a good chance my computer is in a box.
Originally, I had ambitions of this being a fully playable level traversing the floating islands and so on. Then, according to timestamps, I had to stop due to art tests and interviews for pretty much all of the first contest month. That worked out for my career it's now moving forward, but put a huge dent in my development schedule.
With all bitching and moaning aside, I decided no matter what I was going to finish (dammit)! I reduced the scope to a scene composition, and my aspirations to "it doesn't matter if I win as long as it gets done." I did that, I'm happy with my outcome and looking forward to learning more about UDK in the coming months.
Now the contest gets an extension, and I have to pack up all my thinks and get the hell out of Dodge (Fairfax in this story). So to all you dirty deadline whores I say use your extra week wisely! Squeeze every drop out of it you can, because when I touchdown and get my computer unpacked I don't plan to do anything. See that was an empty threat to get everyone excited, and be anticlimactic. That kind of stuff is funny to me.
See you's all again soons. Oh, and here's all my final images
http://chrisholden.net/Unknown_ChrisHolden_Concept.jpghttp://chrisholden.net/Unknown_ChrisHolden_Construction01.jpghttp://chrisholden.net/Unknown_ChrisHolden_Texture_Sheet01.jpghttp://chrisholden.net/Unknown_ChrisHolden_Texture_Sheet02.jpghttp://chrisholden.net/Unknown_ChrisHolden_Thumb.gif
<original post>
For this project, like my love life, I'll be going solo. Fueled by Amon Amarth, Mountain Dew, New Rock boots, three wolf tshirt, Diablo 2 and Swartzwelder books, this is sure to be a success or at least the first half of the word. My concept has a lot in common with my reality in that it's all in my head, but enough about me. I'm going to focus on myself for a while. When starting this, the first question was, "how do draw attention to my thread?" I knew a cool name wasn't going to cut it. So my first idea was to write up this humorous introduction, but then I remembered no one ever reads what people say. Especially a wall of text like this. They just look for pretty pictures, and ask questions already answered in the description. With that, I spend a few hours completely fabricating a fake scene. Then, spent about as much time touching up and faking the render to look as cool as possible to score with the no chicks that lurk this forum. Finally, post a really huge image of it with optional never return to thread.
http://chrisholden.net/unknown1.jpg
Replies
I'll be keeping an eye on your entry as your environment work is always pimp.
Anyway, here's another image that has nothing to do with that, but I think it looks neat.
http://chrisholden.net/unknown2.jpg
Early normal map and scale tests
http://chrisholden.net/unknown3.jpg
Here's how that looks pulled back in the viewport a bit.
http://chrisholden.net/unknown3b.jpg
I leave you with a passage from a book I'm reading
"I thought I'd paid for a plane flight, but the machine I boarded definately wasn't a plane. I wasn't sure what it was. It took us a long time to get there, and we sure cut a lot of grass on the way..."
nice progress.
Very Evil... very good.
I've been breaking my ass lately on art tests and interviews trying to get my shit together, and by "shit" I mean "life". Anyway, I landed a job recently after being laid off forever. More on that later, but it's really put a damper on my lovely competition work (just like every other thread these days). Anyways, I'm working my arse off for you guys (that's what the brits says instead of "ass", pretty sweet, right?). What I mean by that is, I've been documenting a ton of information for my tutorial section. More on that down the road.
That said, I don't want to take a complete dump on this thread, at some point, I'd really like to finish this scene. BUT, at the same time, I gotta make money, am I right folks?! ahhhh!
I don't say arse Good luck with your new job mr. Cholden!
http://chrisholden.net/unknown4.jpg
task list:
-Centerpiece mega-pillar
-chains everywhere!
-crazy flying crap in background (currently only stalag-islands)
-debris
-everything else I forgot
Latest print screen out of Unreal
http://chrisholden.net/unknown5.jpg
http://chrisholden.net/unknown5b.jpg
http://chrisholden.net/unknown6.jpg
http://chrisholden.net/unknown7g.jpg
http://chrisholden.net/unknown8.jpg
http://chrisholden.net/unknown9.jpg
http://chrisholden.net/unknown10b.jpg
Need some kind of ring or smething to attach chains to.
I also facerolled the keyboard with the post processing window open.
http://chrisholden.net/unknown11c.jpg
The beams of light are reflecting off a lot of atmosphere (dust fog ect...) but that atmosphere isn't present outside of the beams? Also the color emitting from the center column is red, but the surrounding scene seems to be using a white or yellow main light.
The glowing red bits on the points of the star base don't seem to be glowing much?
- fire is too bright compared to the main piece which is a column light. Increase emissive strength of internal red lights and light beams and tone down fire effect (it may be actually removed completely perhaps...)
http://chrisholden.net/unknown12.jpg
I'm not sure what kind of post color correction effects you can do but the red is kind of coming off as a dusty orange not really a hell fire red. Can you bump up the saturation and contrast?
Don't forget you need to incorporate the team colors and logo somewhere. Maybe swap out a symbol on the ground and change up the background color to be purple/green? Or maybe green fire in the torches?
Also, torches not touch yet, derp.
"Oh I'm sorry you must always do death and decay, every single contest... What you want red lava NO WAY it has to be green!"
err what was I saying... oh ja...
http://www.gameartisans.org/forums/extras/logo_polycount.png
http://www.gameartisans.org/forums/extras/logo_polycount_sign.png
http://chrisholden.net/unknown12pc.jpg
As for the colors, no thanks. Heavily changing at this point to a rule that wasn't even posted is not happening. BTW, you guys should post that in the rules page if you're serious about it, or be sure to post that in the many other entries that use neither the colors or the logo.
But there is always some wierd quirky rule I hate in these contests. I always get told, "buck up, deal with it or don't compete, those are the rules soldier". Kind of puts me off to these contest...
You've got an awesome entry don't take my comments to mean its bad in any way the changes you made took it from great to awesome.
my nitpick: the skulls on the pillar seem too flat, might need to pooch them out some or make a recess for them. You're right, drinking 6 beers before critique does work!
vvv edit: Oooh, nice.
http://chrisholden.net/unknown13.jpg
Anyways, plenty more fixes here, and experimenting with this crazy glow. oo-la-la
http://chrisholden.net/unknown14.jpg
Actually if you want maybe a lens flare or two those almost always make things better right. That and cowbell lol.
here are some quick notes:
http://dl.dropbox.com/u/192198/crit_17.jpg
http://dl.dropbox.com/u/192198/crit_18.jpg
http://dl.dropbox.com/u/192198/crit_19.jpg
...But now I most move into second angle. Here's a few considerations I was looking into. Of course, once decided upon it'll get plenty of touch-ups
http://chrisholden.net/unknown_b01.jpg
As far as the second angles go, I like 1 and 4.
http://chrisholden.net/unknown_b02.jpg