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UC 2009 'END GAME' | Söta Pojkar | 3D

polycounter lvl 13
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Diwan polycounter lvl 13
Hey PC, this is our first UC challenge so here we go. Our team members are Diwan and Yadao so far, the third one is still up in the air.

Our idea/concept: Ancient ruined city, overtaken by evil forces. The final battle against the main boss to free the city. Main shot is a portal or a summoning place where you get to fight the boss.

Concepts and mood board in progress.

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  • Wahlgren
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    Wahlgren polycounter lvl 17
    You got a purdy mouth. :poly142:
  • crazyfingers
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    crazyfingers polycounter lvl 10
    You know Said, without knowing Swedish i was going to joke about how fruity your team name was. Then i looked it up on the internets and found out it actually was pretty gay, so it's not even funny any more.

    Anyway, good luck guys!
  • Diwan
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    Diwan polycounter lvl 13
    Here is some moodboards, basically to give an idea for the color scheme we are aiming for:

    Moodboard01.jpg

    The ancient ruin city was made of pristine whiteish marble stone (before it was overtaken by evil forces), so our ref for that is ancient Greek architecture and stuff like that.

    Moodboard00.jpg

    lewl I don't know what you mean Notorious but thanks.

    crazy ure just jelous, gl to u too.
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Originality, Fuckn love it. Good show gentlemen. :)
  • yadao
    Here's a rough idea of what we're thinking so far. The circular area is the summoning place, and a demon door or a portal of some kind.

    Comp01.jpg

    Some props. Demon door and pillars.

    Props01.jpg
  • A.Kincade
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    A.Kincade polycounter lvl 9
    Nice bud. Like what I'm seeing so far. So what does that team name of yours mean? good luck with everything.
  • ErichWK
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    ErichWK polycounter lvl 12
    Daang, Good luck, sir!
  • Diwan
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    Diwan polycounter lvl 13
    Hey thanks guys, more concepts coming up tonight. Stay tuned!

    A.Kincade That I cannot disclose to you I'm sorry :P
  • Diwan
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    Diwan polycounter lvl 13
    Alright some quick concept ideas, please have in mind that we are not any close to concept artists just trying to convey an idea of how the 3D space can look like. Basically everything inside the big crater is hovering above ground, like a force field. First concept is to give an idea of the space and where the player will be standing for the main comp shot. Main focal point is the portal in which youre fighting the end boss. We are playing with the idea to show the defeat of the boss, the portal is broken down and the environment is falling apart. Or even taking out the portal totally and just focus on the surrounding area, showing the destruction of the city and that some lifeform from underneath the earth is trying to slowly swallow it.

    Zconcept00.jpg

    Second one is a concept done by Yadao, from the players point of view. Here the platform is lowered and you see the top parts of the buildings in the background.

    Yadao00.jpg

    Here I just did a basic color overlay

    Zconcept01.jpg
  • divi
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    divi polycounter lvl 12
    sweet floaties!

    liking this a lot.
  • yadao
    Hello polycounter's! This is my first post here, well second but that doesn't count. This is also my first Unearthly Challenge so I'm really looking forward to it. We're off to a slow start, but I'm confident that we will finish on time.

    So here's a quick blockout of some of the buildings I'm doing. I plan to build modularly so hopefully that will save me some time. The plan is that most of the buildings will look destroyed. It's supposed to be in ruins basically.

    More to come!

    Building_Blockin-1.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
  • redPower
    Hello polycount, I will be the acting 3rd member of this team and I'm excited to see the project come together! Its been slow going, but heres what I've got thus far...

    I am in charge of the hellish plants/tentacles that originate from the chasm in the ground, and root themselves onto buildings destroying them in the process. Here is a quick concept....
    hellTentacle_concept01.jpg

    And here are some renders of the blockout...
    blockout_10-20-09_overall.jpg


    blockout_10-20-09_firstperson.jpg

    Any and all feedback welcome!!
  • Mark.N
    Gee that vine rig looks familiar :poly121:

    But damn, does it work well. Looking forward to see how the rest of this pans out.
  • Diwan
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    Diwan polycounter lvl 13
    Weewt Red! Glad u joined us man, nice work. Now sculpt away! :P
  • Diwan
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    Diwan polycounter lvl 13
    Hey all, here's the first pass texture on the rocky kristalish polyface. Going into UT soon with some glowiness.

    PolyFace.jpg
  • Mark Dygert
    Thats pretty cool. Are they going to glow?
  • Diwan
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    Diwan polycounter lvl 13
    Yeah Vig, here's a quick test in UT, I need to setup the lighting better and the fog in the mouth was just a tryout. I kinda want to make it sorta misty fog going out.

    UTRender.jpg

    Max render

    MaxRender.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Asset's lookin' good dude. Looks like there's some kind of fog volume in the mouth? I'd try toning that down a little bit and throw a light inside, see how that looks.

    Going to be killer once you get those wisps of smoke coming out.

    The max render is kick arse, you could try lowering the spec power in UT3 of the mat to get more sheen on those rocks.
  • Diwan
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    Diwan polycounter lvl 13
    Hey thanks Crazy, yeah I was just trying it out real quick in UT, here is a quick update render from max of how I want it to look in the engine. Pretty much done with this guy, hopefully I can pull it off in UT O.o

    4.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
    That might be the best polycount inspired asset i've ever seen. Mad kudos.
  • Jack Daniels
    Looks like polycount kryptonite. I like it.:thumbup:
  • jacob07777
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    jacob07777 polycounter lvl 15
    Damn dude that turned out freakin legit. Lovin the fog comin out of the mouth too adds a nice touch
  • Shogun3d
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    Shogun3d polycounter lvl 12
    Looks great, can't wait to see it in UT3!
  • redPower
    The new transparency works really well Diwan, excellent work! Epic in every way.

    Here is what I have been working on for the past week, its the hatched spike pod. See the blockout of the hellish vines earlier in this post for some scale ref and context.

    Pipeline is 3dsMax->ZBrush->xNormal->Photoshop.

    spikePod_open_modelSheet_WIP-11-2-09.jpg

    and the textures I have so far, Diffuse and Normals. Spec coming soon!
    spikePod_open_textureSheet_WIP-11-2-09.jpg


    Once I refine the paint and complete the spec map, I will post ut3 renders. Any and all feedback wanted, brutal please!
  • Diwan
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    Diwan polycounter lvl 13
    The sculpt is good man, I think you need to work on the color a little bit more. Take out the green and maybe make a nicer transition between the colors, stick to 2 colors to start with and then add tiny accent color details. Right now the color is not justifying the normals. Its a little to dark also, u might wanna lower the oc map a tad. :)
  • crazyfingers
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    crazyfingers polycounter lvl 10
    The high poly sculpt on that thing is kick arse. I bet if you masked by cavity in zbrush and did a fill on the object, you could get a really nice bake that you could overlay onto your diffuse in some kind of manner.

    I agree with diwan on the color and diffuse, tone it down a bit and let your normals show through, maybe bump up the spec, or lower your gloss a bit to bring out more detail. Definitely has potential and all the hard work is done, just needs a little touching up!

    Quick addition: The normals don't seem to be popping well on the low poly. Max defaults to 30% bump on normals, might want to check that it's 100%. If not, simply paste your normal map on top of itself and do an overlay, repeate as necessary with various opacities till your normals match the high poly. Hope that helps!
  • Diwan
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    Diwan polycounter lvl 13
    Minor update on Rocky Greentooth, changed the inside of the mouth to a darker color as suggested and tried to apply this into UT. I've gotta say though Opacity map in UT is a pain in the ass, this is the best I've managed to do so far and its not quite the result I wanted. I'm having hard time controlling the opacity even though the map is pure white on 80% of the mesh it still translucent. Any ideas? My blend mode is Translucent in unlit mode. At this point if I cant fix the opacity I might just make it look like a solid rocky thing with glow.

    Final Max render:

    5.jpg

    UT Screengrab:

    6-1.jpg

    any c&c is welcome as usual :)

    Oh and btw, does anyone know how to make the textures look sharper in UT?
  • cholden
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    cholden polycounter lvl 18
    Diwan wrote: »
    Oh and btw, does anyone know how to make the textures look sharper in UT?

    You have to punch up their levels, sharpness and over intensify the spec a lot to the point it looks insane in max. Secondly, pretty kick ass lighting helps too.
  • Diwan
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    Diwan polycounter lvl 13
    cholden wrote: »
    You have to punch up their levels, sharpness and over intensify the spec a lot to the point it looks insane in max. Secondly, pretty kick ass lighting helps too.

    Hmm ok, it almost looks to me like a compression issue though. But I will try it out thanks.

    We decided to scratch the portal idea, and go more towards the actual crater area is the portal and it is eating up the city from underneath. Yadao made a quick idea sketch for us. The summoning platform is going to be hovering on top of that and the buildings are going down into the crater.

    New_Concept.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
    UT has always kicked my ass with compression, only solution i've found is to get point blank with objects and take a screen grab.

    You can also change minor things by right clicking on textures in the generic browser and changing stuff, but i've never gotten much out of it, only negligible differences.
  • glaciale
    how are you do your shader ?
  • redPower
    New WIP! Here is a column that will be used throughout the scene. bake done, color coming soon.

    column_full_WIP_11-14-09_sheet.jpg
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