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UC 2009 'END GAME' | Meow | 3D

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polycounter lvl 10
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EzMeow polycounter lvl 10
Let's start this, I'm going for "Solo 1p" mode as last year, now for the stage 1....let's find a decent idea.
I just just know that as the environment I did last year could have fit this year's topic, I 'm gonna try for something different u.u;
Good luck everyone~

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  • Mangled Poly
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    Mangled Poly polycounter lvl 18
    I really enjoyed your entry last year... can not wait to see what you come up with this year
  • NAILMASK
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    NAILMASK polycounter lvl 10
    Cant wait to see what you come up with!
  • EzMeow
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    EzMeow polycounter lvl 10
    Ok first shot (yup it's ugly xD). A kind of arena with a huge throne inside overlooked by a tree.
    I'm not sure about the light, still hesitating with the design of all the grey part, I dunno if I'll make this tree dead or not.....what do you mean by "I'm not sure of anything?"

    concept01.jpg

    @Mangled Poly : The environment you made with you team last year was one of my fav :p
  • divi
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    divi polycounter lvl 12
    really digging it and leave the tree alive. maybe go even greener on the grey part and put a giant greentooth shaped paved area in the middle of the arena with grass around it. waterfalls coming down from the pillar things at the top of the grey stuff?

    looking forward to your entry :)

    i love foliage :|
  • EzMeow
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    EzMeow polycounter lvl 10
    I've started testing some roots formation~ Need to find a way to make it look better without being too much time consuming >.<;

    blocking01.jpg
  • Matroskin
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    Matroskin polycounter lvl 11
    cool start.
    Maybe temple cracked under the weight of a tree? If there is some sort of danger/end I thought that it could be because tree is growing very fast... Maybe something that suggests dynamics of tree growth?

    Well, maybe your plan was different, that was just the first thing i thought :P
  • EzMeow
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    EzMeow polycounter lvl 10
    Well I'm going for a more "nature" environment (until i change my mind o.O)...
    Testing some light in UE as i'm really not proeficient with it :

    blocking02.jpg
  • Matroskin
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    Matroskin polycounter lvl 11
    in such case i would reccoment to add basic skybox first, since it suggests lighitng colors.

    U can just quickly color it with vertex colors and then just plug vertex color node in UE into Diffuse channel. And leave skybox mesh unlit. This is fast way to avoid doing actual texture.
  • garagarape
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    garagarape polycounter lvl 9
    Yeah the Exa-Tree of life! Good luck with it.
    Sorry for that bad joke. Couldn't refrain...
    Go go EzMeow!
  • EzMeow
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    EzMeow polycounter lvl 10
    Update, it's going really slow (I don't even know if I'll finish in time) x.X...I've been ill and stuck to bed during the whole last week...add to that that I've switch to 3dsmax to try to accomodate myself with the soft ...(I miss my maya and mental ray xD)

    blocking05.jpg
  • fei-rukawa
    looking good, keep it up, don't worry about max you'll get used to it ;)
  • oreokooky
    Your entry was one of my favourites last year. I hope you feel better soon so you can be another one of my favourites this year. :)
  • Slum
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    Slum polycounter lvl 18
    This is looking pretty cool, kind of interesting.

    You know Max ships with mental ray as well, right :)
  • EzMeow
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    EzMeow polycounter lvl 10
    well my main concern with 3ds...is that i miss my maya workflow :p...and about mental ray, it's just that this year it have to be render in a game engine, so i try to use unreal editor u.u
  • EzMeow
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    EzMeow polycounter lvl 10
    Slowly progressing...I still haven't work on the main element of the scene as I wait to be in a better shape to attack the big pieces~
    I'm trying to search a good balance between architecturals and natures elements as well as I'm fighting with the light rendering (If someone have a good advise on render masked shadow~)

    wip05s.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
    You could bake the lighting in maya by combining all the assets onto a single new UV channel sperate from their current diffuse and such. Do like a 2048x2048 bake of the high poly version like you had before, then multiply your diffuse and spec by this new texture in UT3, just be sure to plug a texture coordinate node into the light map with the new texture coordinate. Hope that helps.

    Scene's lookin' nice btw, you can see the care taken to integrate nature and manmade stuffs :).
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    I would suggest not making the terrain so uniform. The thing that makes natural terrain look interesting is the lack of any one identifiably repeated element in the objects. Modular pieces and tiling textures will be used to create your terrain, but you must always look for obviously repeating elements and find a way to remove them.
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    in addition... it was difficult to see the columns I thought they were part of the rock....

    If you're going for a temple in a jungle feel... i would suggest doing a google search for "Banyan Tree"

    Lots of amazing reference for temples and banyan trees growing out of them.
    ta-prohm-banyan.jpg
  • stimpack
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    stimpack polycounter lvl 10
    whoa. never saw the columns till i read the last post!
  • EzMeow
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    EzMeow polycounter lvl 10
    Thanks everyone for the comments and critics.
    About the columns, well my first idea was to make them very embed with the rocks, my first attempt was a sculpt inside the rocks; I didn't like the result so I have separate those to try to get a lil more contrast but guess it wasn't enough :D.
    I've start the main tree, as usual it took me a lot of attempt to get a trunk not too much heavy and oppressing as I would like to get a kind of relaxing mood.

    wip06x.jpg

    Still a lot of stuff to do...by the way if someone could tell me how to get the polycount in the unreal editor i think it could be useful :D
  • GoSsS
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    GoSsS polycounter lvl 14
    Hey this tree looks really cool! I really like all the entwined branches but the only thing that bothers me with the whole tree is that it seems to float in the air, he doesn't seem heavy.

    Keep up the good work guy ;)
  • fei-rukawa
    i like it, feels kinda like ico =)
    wouldn't surprise me to see a little girl in all white there or a boy waking a weird creature.
    GoSsS is right, but maybe just adding leaves everywhere on the top of that tree would solve the problem without changing anything down there?
  • divi
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    divi polycounter lvl 12
    very nice progress :D tree looks superb
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    Trees are hard to do, especially at a large scale... good job on this one.

    I agree with the previous comment abou the tree not having a lot of weight... the limbs/roots seem to be reaching out to grab stuff as apposed to crawling accross the surface of things.

    So that you don't have to remodel the tree i would suggest modeling your supporting assets/terrain to support the tree roots/trunk.

    Great job otherwise.
  • Matroskin
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    Matroskin polycounter lvl 11
    EzMeow wrote: ยป
    Still a lot of stuff to do...by the way if someone could tell me how to get the polycount in the unreal editor i think it could be useful :D

    In console type "stat scenerendering" or "stat ld"

    be advised that actually i did not find those stats usefull, because "scenerendering" is kinda supposed to give tris along with other load of info, but those numbers do not make sence and kinda sky high (wich i know in my case not true :P ).

    Second one ("stat ld") kinda gave some tris in frame, but made me doubt as well. Not sure if that works well :P
    Anyways, I would suggest that u just approximately get tri count from your 3d app. The scene in UT is the same thing pretty much, so here u go :)


    Btw, nice progress indeed ;)
  • Orb
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    Orb polycounter lvl 13
    this tree looks nice, i love the twist style, buti agree with nfrrtycmplx when he says that "the limbs/roots seem to be reaching out to grab stuff as apposed to crawling accross the surface of things", and maybe try to make the roots with a quick blockout of the giant seat.
  • warby
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    warby polycounter lvl 18
    i love it and i second the ico comment :)
  • r4ptur3
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    r4ptur3 polycounter lvl 10
    ^ ^ ^ agree with above. Looks amazing, but it needs some sort of anchor to create some convincing weight. Great atmosphere...I want to take a walk through your environment!
  • garagarape
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    garagarape polycounter lvl 9
    Wow! The tree's really cool. Much more better than your first Mandragore like
    stuff in the blocking work. You used a "Twirl" deformer on it, or something else?
    Looks like a 2d concept. Yeah, reminds me of Ico too.
  • crazyfingers
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    crazyfingers polycounter lvl 10
    To get your tri count in UT3, simply open your generic browser and go to the "Primitive Stats" tab. This will show you the tri count of each asset in your scene, the combined tri count of each asset, and you overall tri count.
  • EzMeow
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    EzMeow polycounter lvl 10
    Thanks everyone helping me to find out my triangle count and for the comment.
    @ Garagarape : Yup i've setup some branches together then used a twist deformer on it then adjust it to make it look a little more or less natural.
    I've work on the foliage of the tree so here is the result :
    wip07r.jpg

    I still need to work on the roots/rocks connection, some plants around the scene and work on my lighting and light effect. Oh and the throne for now is a placeholder to see which direction I could take but maybe I'll keep the pillars.
  • divi
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    divi polycounter lvl 12
    the leaves appear to be a bit big. the indivual leaves that is.
    still looks great :D
  • fei-rukawa
    getting great, i can imagine the sky light blooming through the leaves, it's gonna be cool.
    Maybe work a bit on the throne to make it more visible or take it away, because before reading you i didn't notice the throne, and there's already the tree that's getting your attention, and 2 different things at the center of the scene both kinda trying to catch your eyes but not very clear because of a lack of contrast, it's not easy to read...
    the size of the leaves doesn't disturb me though... true it looks kinda big but it's looking good~
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Tree looks really good! A bit shiny and could use a tiling bark normal but overall looks good.

    The perfectly circular opening is kinda buggin' me right now though, doesn't seem natural, just too perfect, just a touch of randomness would look nice.
  • Spitfire
    Wow that looks amazing, treestem could use some more detailing and the light should allow more contrast, but model wise and the environment looks great
  • garagarape
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    garagarape polycounter lvl 9
    You may have to re-compute the shades of the whole scenery.
    I'm not sure, but that big tree should throw its shadow on one side
    unless it is midday. Oh no, sorry I forget it's Unearthly env.
    Forget it. There may be three suns on the world your building :)
    It's getting better and better anyway.
  • A.Kincade
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    A.Kincade polycounter lvl 9
    This is turning out awesome. Love that tree. Great work. Keep it up.
  • EzMeow
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    EzMeow polycounter lvl 10
    I've been fighting with the lighting to get what i want and for now...I'm in an epic fail mode as I've been unhappy with all i got >.< anyway here is the "at the moment" version....

    wip08.jpg
  • Orb
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    Orb polycounter lvl 13
    this new lightning is beautiful, great job
  • RadioActiveKitten
    I've been tracking this forum for a while now and I really enjoy watching the progression. Filling in the bottom part of the trunk area near the roots definitely give more weight and sense of foundation than the whole previous 'floaty' feel.


    I love where you came and going with this piece, awesome job!
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Yeah, this lighting is actually quite good.

    I'm excited to see some kind of "end game" element for this scene, whatever you think that would be... fire, lighting, levitating rocks, i dunno, or just some ominous foreground elements. This scene's really startin' to rock regardless.
  • GoSsS
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    GoSsS polycounter lvl 14
    Lighting is kinda cool i think. I just think a brighter sky with a little more bloom on the leaves (with some god rays of course ;)) could add a lot.
    The major issue of the image I think is the throne ... It's really hard to see it's a throne. I can't differentiate the back of the chair from the bottom part for example.
  • garagarape
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    garagarape polycounter lvl 9
    Wow! Really nice. No crits for the moment :)
    Kipideup.
  • Peris
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    Peris polycounter lvl 17
    looking awesome man! I think you could probably have the sky and shadows more blue, would add a lot more color to it!
  • Matroskin
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    Matroskin polycounter lvl 11
    EzMeow wrote: ยป
    I've been fighting with the lighting to get what i want and for now...I'm in an epic fail mode as I've been unhappy with all i got >.<

    I understand u, lol, i am having such "mode" sometimes, each time i'm not happy with my stuff my pace falls down :P

    Don't be upset too much though, u r just some tweaks away ;)
    I don't remember exactly what kind of state for a central piece u r after, but i would do it more ruined and "ancient". U know, some more moss on it, cracks etc. Right now it just looks too straight and clean to me.

    Also to add an "epicness" to it i would add something in the far background sen a bit above the edge of the cliff. Kinda tops of pyramids or any other ancient civilization suggested architecture.

    It could be simple cubes/pyramids barely seen through the distance fog.

    Also as a minor thing, i would add a bit more color variation to leaves and grass. Vegetation is a big part of your scene, so some more color variation could help i guess.
  • engelik
    looking good =) i like the overall mood
  • EzMeow
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    EzMeow polycounter lvl 10
    Thanks a lot everyone for the crits, comments and advices. Here is a shot with a blue sky version, with some more obvious god rays. I've workout a lil bit more on the throne (those big pawn are gonna be wipe i think~) but i still need to finish it before add all the details i have in mind (some other props, flowers, dust particle effect etc).
    Basically i wanted to made a peaceful shrine, kind of scenery where a warrior come back to his god with his mission done...well or something like this o.O;;;

    wip09.jpg
  • Matroskin
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    Matroskin polycounter lvl 11
    looks better now with more contrasted lighting/shadows and blue sky ;)

    Composition wise to me it seems that the throne is just too close to the image frame. Feels like it might need some more room in the bottom part of image.

    Also right now the first thing that draws my attention is the bloom around tree trunk, then the left side of a cliff. Only after that i look at the throne. so i guess maybe u want to put more emphasis on the throne ;)
  • 3dskillet
    like lots !!!

    donno if the yellows bug me, or if the were just some more tonal values.

    but even if you don't do anything to it is still looks great
  • gamedev
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    gamedev polycounter lvl 12
    Really digging the scene thus far. Bits of feedback:

    - Stone structures on the right of the image are lit which seems inconsistent w/ the direction of the sun / god rays
    - Subtle height variation in grass would look great
    - Weeds / flower in grass to break up color

    Lastly, just my opinion, but the scene is calling for a wavering red flag / scroll on a stick with some sort of symbol on it. Strong contrasting color creating a core focal point.

    Looking great!

    -Tyler
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