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UC 2009 'END GAME' | Team Fat Jones | 3D

Well, this will be our home for the next 7 weeks. The team consists of:

- Frubes
- Cram

We have an idea so i will give a brief backstory, this will be subject to change of course but i hopefully it will conjure up some imagery for us:

Backstory:

The seas have risen higher than the mountain tops and swallowed all the valleys and fields of our youth. One last bastion holds out, a lone, humble tribal village protected by a vast energy field holding back the blue black waters of an entire ocean. But now it is starting to fail..

Anywho, stand by for some concepts hopefully before next weekend.

Good luck to everyone participating, this should be fun!

Replies

  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    Cool idea! Hope you guys are good with water shaders, hehe.
  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    Yeah, I like the idea.
  • frubes
    Well we are hoping to use Crysis as i think is shader creation tools are pretty versatile. Two of us work in Tv/Print and another in games so between us hopefully we will be able to come up with something. Also i think that the forcefield/water could well be part of the 2k skybox so it might be we can create shaders in vray and then render it out to a skybox texture as its only for a still. Should hopefully be able to do some tests in pre production and see what we come up with :)
  • danpV
    Awesome! Can't wait to see your results, all. :D
  • frubes
    Ok, finally something to pimp! Thanks to Cram, and after lots of discussion, we came up with some direction. These are still not final and i think we are edging towards a cross between the epic scale of 2 but possibly with the composition and intimicy of 1. Who knows, but we should have something more final soon.

    conceptspolycount.jpg

    In terms of visual style it will be something akin to Naboo from star wars. Sort of classic architecture but with hints of sci fi. Still working on making it feel end game enough. I think it comes across in 1 with the forcefield but its something we need to develop for sure.

    Any crits are welcome :)
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Love the pallet and comps, this has potential!
  • ParoXum
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    ParoXum polycounter lvl 9
    Number 2 FTW if you dont mind large environments.
  • professorXXX
    number 1 is my fav comp.
  • killahk
  • frubes
    ok so i think we have our final concept, Cram did some more last night and i think we are going for the second of the two images. We will probably extend the canvas out to the right more as it needs a bit more space but other than that i think its looking pretty cool!

    conceptspolycount1.jpg

    Let the modelling commence! Should have a greybox soon.
  • shape
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    shape polycounter lvl 17
    Beautiful concepts! Looking forward to the rest Fat Jones.
  • frubes
    ok so a bit more of an update. Unfortunately its not models just yet but we are working on it! Since the start of the project we have been gathering an abosloute massive amount of ref and inspiration. Its now got time to collate things down so we are all on the same page.

    In terms of environment and architecture we are going for a rustic feel mixed with oriental ornate details to create interesting silohuette and a feeling of culture. We are also looking at a sort of hap hazard approach to the cities being built as if it was done in a hurry. Also we want to look at integrating them into the rock and mountainside which should be evident from the boards.

    cityintegrationarchitec.jpg

    i have also done a lighting and atmosphere board which isn't neccesarily final and its quite varied but we will most likely pull from a few of these images to create the ambience we want. We really really really want to steer clear from the tradition end game palette!


    atmospherelightingcolou.jpg

    hopefully we will have a grey box soon so we can draw up an asset list and start cracking out some models. Im currently doing some shader tests in cry engine to see what we can achieve so i will post those as soon as i can.
  • doomstagg
    Beautiful concepts. I love Bhutanese architecture.
  • frubes
    buildings02.jpg

    more thumbs from Cram. Hopefully in a few minutes ill upload some thumbs for the towers. These are some building silohuettes, i think we have a good idea of the ones we will choose.
  • frubes
    and some concepts for the towers. These will have larger temples on the top of them.

    pier01.jpg
  • stimpack
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    stimpack polycounter lvl 10
    love the sketches. i like number 3 on the last post!
  • frubes
    here a quick modular wall section for some of the building bases. Hoping to get the rest of the modular bits done by the end of this weekend so i can start on the more ornate tops.

    512x512 Diffuse, Spec, Normal, and Additional Bump. Still needs a spec colour.

    wallshort01mk.jpg
  • Syros
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    Syros polycounter lvl 11
    Hey guys this is great, the way you described and commented on Refs made me see and read them all, :), nice wall you got too. but don't you think that crack in the upper left side will be noticed to quick in a tile set? again nice texturing tech dude! keep it up!
  • frubes
    Hey syros, thanks for the comments :) I think that these buildings will be fairly far from the camera but the crack should be easily enough to fix if there are tiling issues.
  • Syros
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    Syros polycounter lvl 11
    Yes you are damn right!
    So keep it up guys, I'm really following this Post! \m/
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    nice, dig the style, dig the execution... will dig the finish too :)

    only problem is... how did that wood get bent like that?

    Should probably be two pieces of bent wood.. or wood that's been cut into an arch in several pices then snapped/bolted together ... or something...

    also, seem to be a lot of different materials mixed in with this one wall module... while it may be interesting, it's also very confusing...

    Where did they get the cinder blocks?
    who's spent all that time putting a wood inset in the thing? after spending so much time bending it?
    Why didn't they plaster the whole wall?

    It would probably look better too if there was some room between the top of the wood arch and the decorated ... what is that called... the stone trim at the top... omg. blanked out.

    Sorry bout that. You know what i mean though. :)

    Very good texture/color and general surface properties.

    Cheers
  • frubes
    yup, you're right nfrrtycmplx and the more i look at it the more it annoys me! I also need to push the bricks in and out for some depth variation. I will most likely revisit this one when i get the time. Thanks for the comments!
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