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.
Replies
Anyway, good luck guys!
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.
lewl I don't know what you mean Notorious but thanks.
crazy ure just jelous, gl to u too.
Some props. Demon door and pillars.
A.Kincade That I cannot disclose to you I'm sorry :P
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.
Here I just did a basic color overlay
liking this a lot.
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!
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....
And here are some renders of the blockout...
Any and all feedback welcome!!
But damn, does it work well. Looking forward to see how the rest of this pans out.
Max render
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.
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.
and the textures I have so far, Diffuse and Normals. Spec coming soon!
Once I refine the paint and complete the spec map, I will post ut3 renders. Any and all feedback wanted, brutal please!
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!
Final Max render:
UT Screengrab:
any c&c is welcome as usual
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.
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.
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.