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UC 2009 'END GAME' | Still Grinning | 3D

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ae.
polycounter lvl 12
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ae. polycounter lvl 12
stillgrinnninglogo.jpg

Team Name: Still Grinning (Tribute to one of my favorite game studios that shut down this year :( )

Overview:
Will be going it alone this year and hopefully be able to finish in time I have spent all day researching and looking at games and movies to see what i want to do in this challenge.

Engine: Unreal Engine 3
Applications used: 3ds Max 8, Photoshop cs2,Zbrush,Crazybump

Concept/Mood board:
I Decided to go for a more apocalyptic look for my piece everything is still up in the air but here are my initial ideas on what i want to incorporate in my scene, gonna be doing a lot of modular art assets this year to save time as i don't have that much of it :P

uncconceptcopy.jpg

unclogomoodsheet.jpg

Links of interest :
www.aelevel.net



Recent Update:

uncconcept2copy.jpg

Replies

  • Pope Adam
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    Pope Adam polycounter lvl 11
    cool logo! best of luck!
  • ae.
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    ae. polycounter lvl 12
    Hey Adam,

    Thanks for the comment i appreciate it.

    Also updated first post with a concept.
  • kdm3d
    I like the idea of the concept, but be careful about making your scene to claustrophobic. The buildings at the end of the street really close in the scene, and you end up losing any sense of depth or scale. Traditional art fundamentals (foreground, middle ground and background) shouldn't be forgotten when creating a game level...

    I cant wait to see more though!
  • ae.
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    ae. polycounter lvl 12
  • ae.
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    ae. polycounter lvl 12
    Blocking out of level plus some photoshop work to see my concept flesh out a little :P

    uncconcept2copy.jpg

  • ZacD
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    ZacD ngon master
    man you must of alread had your idea already picked out in your head when this challenge finally started, I'm surprised to see that much in egine work already, looking good.
  • Synthesizer
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    Synthesizer polycounter lvl 11
    Haha, thanks for the tribute! Make us proud!
  • Snipergen
    Damn nice particles or effects or whatever, looks pretty end game to me :D
  • kdm3d
    I like the 3D much better than the concept. Nice sence of depth.
  • crazyfingers
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    crazyfingers polycounter lvl 10
    meteors could use a little work but the rest is totally epic!
  • ae.
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    ae. polycounter lvl 12
    Thanks for the comments guys just like to note all those effects i put in through photo shop i was just using them to see how i want my scene to look like with the fire, sorry if i didnt make that more clear, though i will be making it look more badass than this in my final entry.

    Thanks for all the support though :)

    P.S the particle effects will look better than what i have going on in this concept blockout.
  • c0ldhands
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    c0ldhands polycounter lvl 15
    Almost done arent you! just kidding, like ur stuff dude, this totally reminds me of the Bionic commando city.
  • ae.
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    ae. polycounter lvl 12
  • ae.
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    ae. polycounter lvl 12
    Have not had alot of time to work on this :( but been messing about the concept a bit more:

    uncconcept3copy.jpg

    uncwip1.jpg
  • ae.
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    ae. polycounter lvl 12
    concept of the crashed comet:

    cometcopy.jpg
  • professorXXX
  • ae.
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    ae. polycounter lvl 12
    I got a bunch of things im working on but there all to early to show but heres something i finished up :)

    uncwip2.jpg
  • ae.
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    ae. polycounter lvl 12
    Slowly but surely:

    uncwip3.jpg
  • okkun
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    okkun polycounter lvl 18
    cool stuff, break up that left wall and add some depth
  • A.Kincade
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    A.Kincade polycounter lvl 9
    this is coming along well. diggin the door and the floor piece. can't wait to see more.
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Good stuff thar AE! Keep goin, the scene will really start coming together soon!
  • ae.
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    ae. polycounter lvl 12
    okkun wrote: »
    cool stuff, break up that left wall and add some depth

    Yeah that left wall is just a placeholder BSP will be adding to it soon, thanks for the crit.

    hope to get some more work done today after i get back from the doctors :)
  • ae.
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    ae. polycounter lvl 12
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    I would suggest turning off depth of field for now... it makes your screen shot lok terrible, while the assets individually look fine.

    I'm seeing this a lot on several peoples work... too much focus is on the individual elements of the scene instead of the scene as a whole.

    I've also seen this done in production of an actual game... art directors looking at the smallest asset, over art directing it to the point that an artist spends 2 weeks making something that has about 2% impact on the entire scene.

    Block in your entire level... then take the assets that actually need the detail and final textures to that level of quality.

    Do more sketches and more lighting comps and figure out the camera angle of your shot... that will determine what you actually have to build.

    The assets look good, but the developement of the scene is not focused... and the depth of field is killing your work.

    Keep going and make this thing look badass... I really like the assets and would hate to see them go to waste in a scene that either doesn't make any sense, or has a terrible post process effect over the top of it.
  • ae.
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    ae. polycounter lvl 12
    I would suggest turning off depth of field for now... it makes your screen shot lok terrible, while the assets individually look fine.

    I'm seeing this a lot on several peoples work... too much focus is on the individual elements of the scene instead of the scene as a whole.

    I've also seen this done in production of an actual game... art directors looking at the smallest asset, over art directing it to the point that an artist spends 2 weeks making something that has about 2% impact on the entire scene.

    Block in your entire level... then take the assets that actually need the detail and final textures to that level of quality.

    Do more sketches and more lighting comps and figure out the camera angle of your shot... that will determine what you actually have to build.

    The assets look good, but the developement of the scene is not focused... and the depth of field is killing your work.

    Keep going and make this thing look badass... I really like the assets and would hate to see them go to waste in a scene that either doesn't make any sense, or has a terrible post process effect over the top of it.

    awesome crit man! really appreciate it!

    a couple things i totally agree about the DOF took that fucker out!

    also the focus of the scene is the drop pod/asteroid(S) that is in the middle of the scene i have not yet decided if i want to make asteroids or drop pods :(

    also i totally agree with you on lighting comps, been messing about that all day. ill have a new update tonight hopefully that fixes some issues.

    Also with the update that's coming ill be sure to list what im currently working on and what needs fixing hopefuly ill get more crits like yours!

    thanks again man :thumbup:
  • ae.
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    ae. polycounter lvl 12
    NEW UPDATE:

    uncwip6.jpg


    Things that need to be made and added:

    Props:
    - 2 building towers.
    - Alien Drop Pod/Asteroid
    - ATM
    - Lamp Pole/Broken Lamp Pole
    - building trim variant
    - 2 building texture variants
    - Signs
    -Hologram projector
    -Garbage on the ground
    -impact crater

    Decals:
    -Grunge
    -Paper
    -damaged surface
    - garbage

    Particles:
    -Variant smoke Smoke
    -Variant fire
    - Steaming drop pod heat wave

    there might be things i have missed but for now that list is long enough!

    things that are work in progress:

    Mostly everything!


    ill be starting the drop pod/asteroid concepting and modeling today so hopefully might have another update later tonight :)

    :\
  • carlo_c
    Nice update, I'm getting a halo3: ODST sort of feel about the shot so if you haven't checked it out yet might give you some nice inspiration/reference.

    The signs are really prominent at the moment, the emergency one fits in much better than the parking but as you said your working on everything so I thought i'd just chime in with the thing that caught my eye the most! :)
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    Looks better man!

    Question:

    Is the center supposed to be a road? Right now it looks like a landing strip... which could be cool. But the scene doesn't suggest a lot of space ships will be coming in for a landing :)... perhaps with the pod? But if it were a landing strip, perhaps the Parking sign could read "Landing Bay 34" or "Dock - X" or something.

    Also, the camera being pointed down the center of the street makes the scene somewhat uninteresting.

    I was watching a lot of Feng Z DVDs recently and a lot of it was on perspective and setting up your shot... One thing he pointed out is that it's a good idea to put the vanishing point off to one side. This will help with a scene like this. The forms of your structure will end up getting lost because of the current perspective (IMO).

    Changing the camera to not focus down the center will also allow you to focus your energy making One side of the environment look more badass (this depends on what your second beauty render is going to be... but something to think about.

    On another note, the lighting seems a bit too high contrast and over saturated with no clear directional light coming from the sky. It looks like the structures are getting lit in the background, but it would probably help if your light was coming in from the back left and filling in the street a bit more... I would also pull back the intensity/amount on the fire/smoke. These buildings look like they're made out of metal... metal doesn't burn :). Also, structures in a business district are built now with a lot of flame retardation... in the future (this looks like near future) they will probably be flame proof... so while the flames may look interesting, it pulls the viewer into a wierd place where they have to think about why these buildings are on fire... at least... anyone who knows anything about burning buildings.

    Fire in the background/sky sure... but all up in the camera makes the the player want to look at the foreground... when setting up your scene you want to give the viewer a place to rest their eyes... the focal point. elipses elipses... jesus.

    Foreground elements should be the darkest in value... and as you go back the scene should get lighter... in a scene with a lot of smoke, this is especially so.. the smoke will add a lot of depth by itself, but you should consider tweaking the values of the different elements in the scene as they gt further away from the camera.


    Difficult to tell if this si at night/day currently... if it's night time the smoke should be illuminated more from below... if it's daylight it should have more of a translucent effect (explaining this poorly i know) and light should be transmitting from the directional light of the sun through the smoke... and some light should be effecting it from the flames... but during the day, fire doesn't really have a whole lot of impact on the lighting unless it's in extreme shadow... flame fire is not all that intense... so i would tone down the brightness of the fire light.

    Hope this helps! keep it up bro!
  • ae.
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    ae. polycounter lvl 12
    @carlo_c:
    Thanks for the feedback, the parking sign needs a little work, ODST is one of the things i got inspiration from if you check out the mood board you can see a ODST concept :P

    @nfrrtycmplx:
    Hey man love the crits your a machine ill take every point you made into consideration.

    Concerning the road i don't think i made it clear but this is in the future, hover cars and so-on i might need to make a vehicle to make that clear.

    Also the vocal point of the scene will be on the drop pod/asteroid look at the paint over below, another thing also with the view this is just a work in progress view it wont be the final view ill make sure to have the best view possible for the scene.


    pod is the point of interest:
    uncwip8.jpg


    Pod/asteroid concept:
    uncwip7.jpg
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    for some reason i giggle when i imagine this thing hitting the ground... cool stuff.

    I don't doubt this will look cool in teh 3d model.

    Cheers
  • claudia
    @ae: Impressive! Are you still adding assets or have you pretty much finished all the placement?
  • ae.
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    ae. polycounter lvl 12
    Hey thanks guys been really busy at work but i still have some time to work on this bad boy added backround buildings and adjusted the foreground buildings:

    uncwip9.jpg
  • ae.
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    ae. polycounter lvl 12
    update would love some crits!

    uncwip10.jpg
  • breakneck
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    breakneck polycounter lvl 13
    lolz i had to:

    lolzImages.jpg
  • Diwan
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    Diwan polycounter lvl 13
    ROFL!!! Awesome haha!!
  • ae.
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    ae. polycounter lvl 12
    hahahah yeah pretty similar :P

    might switch the rock pod with something more along the lines of my original concept like the missile :P
  • Shogun3d
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    Shogun3d polycounter lvl 12
    Oh man, them's fightin' words >.<
  • Mazvix
    This looks a lot like ODST...
  • ae.
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    ae. polycounter lvl 12
    a real quick paintover from the missile thats in bionic commando :P

    uncwip11.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
    This scene looks way better now that that stupid freeway arch isn't covering the whole scene!

    Haha, i'm just kiddin' AE, heck even my team's scene has a crashed airship in it ;), in the EXACT same location come to think of it. Why didn't i get a paintover :(?

    Lookin' good, i espeicially like your background elements. Those touches of green and blue really sell that sucker.

    The foreground seems really dominated by red, and the pure white parking on the right side seems a little too cartoony, although i see that there is a style you're going for.

    Another thing the scene really needs is a better sense of scale, anything immediatly recognizeable in the foreground would put all this mayhem in perspective and let us see just how epic this stuff is!

    Keep it up dude :D
  • Pope Adam
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    Pope Adam polycounter lvl 11
    Right now it's a bit phallic but I think it suits the scene better with this style of texture and a more techy spacecraft.

    I'd break up the silhouette of this craft though, if for not only to get away from the rather phallic shape, but to also just give it a lot more character :D

    I think the red lighting might be just a bit oversaturated right now, I'd try a few other settings with that before I committed to it fully

    any similarities to odst are, in my opinion, cool. odst was gorgeous


    keep on keepin on - diggin it!
  • ae.
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    ae. polycounter lvl 12
    Thanks for the crits guys!

    Been staring at this level for a long time! trying to figure out what the crashed vessel should look like, heres one of the ideas i had something to contrast all the dark colors, Would love some feedback ASAP so i can finally wrap this scene up before deadline:

    uncwip12.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
    i dig it, it's doable, but it'd be cool to see the door open on the vessel, right now there's 2 closed doors in the scene facing each other with nothing happening really.
  • AlanSMitchell
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    AlanSMitchell polycounter lvl 14
    I dunno yeah I agree not much is going on....perhaps maybe falling thing from the sky does not work....really I say pick something and go with it at this point. but maybe Giant tentacle monster or something coming up out of the ground could be neat. personally I think you should still go with the odst looking drop pod. you may get crap about it but hey you can probably apply to bugie if you want.
  • ae.
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    ae. polycounter lvl 12
    i dig it, it's doable, but it'd be cool to see the door open on the vessel, right now there's 2 closed doors in the scene facing each other with nothing happening really.

    I was thinking to model the interior of the pod and using that as my second shot like the alien is looking outside? what you guys think?
  • Spitfire
    really like the background, it looks very real.
    As for the pod you should reallly give its crashsite an awesome crater , gotta love craters.
  • ae.
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    ae. polycounter lvl 12
    Worked on the high-poly and low-poly models of the drop pod today, just UVmapping the low-poly right now:

    uncwip13.jpg
  • ae.
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    ae. polycounter lvl 12
    Moving on to debris and so on and hopefully i can wrap up this piece before deadline!

    uncwip14.jpg
  • adam
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    adam polycounter lvl 19
    breakneck wrote: »
    lolz i had to:

    lolzImages.jpg

    breakneck gets 10 points for bringing the LOL
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    Looking great man, I like how the scene is coming along.

    Background buildings are reading really nicely!

    Ok soo... like I said before, you gotta push that silhouette for the pod, more so because it IS your main focal point. I think you should also have it open (the hatch) and maybe smoking a bit... to make the viewer ask more question (who came out... why did they land here etc.). I think you should look at Adam's Teams ships they had sketched, check out how they handled the silhouette.

    Basically man, you just need to make the ships overall form much more interesting, add bits and pieces here, maybe some antennas... maybe some sort of flaps that help slow down the pod, stuff like that.

    I think the side buildings may have a bit too much red to them now, although it DOES help bring the eye to and around the focal point, maybe try messing around with some variations in colour to help ease it a bit.

    Honestly man I think you're doing a great job, really inspiring!

    Keep it up buddy!
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