Hey everyone.
Our team, Double Black Diamond (DBD), is comprised of 3 people: In Young Yang, Robby Lamb and Jason Connell.
Our entry is called Balaitus Curse. Balaitus was a glacier in the Pyreneese that has disappeared in the last 15 years.
Imagine a beautiful fantasy world where trees, flowers and bushes appear to look more like a sea coral reef. Vibrant colors and beautiful glow comes from the forests and fields. The curse of Balaitus glacier ascends upon the world, freezing everything in it's path.
Some concepts and references to follow.
We'll be using Unreal Engine for our submission.
Here is a few of our references. We'd like to try and incorporate the northern lights somewhere in the scene. They are kind of magical and could possibly fit fairly well.
And, More Ice...
Replies
Matt, Thanks man! I like your idea a lot too man, super colorful!
@ben: Thanks a lot~ In Young came up with the reef subject matter and she is working on some of that stuff now.
Update: Here is a quick and rough idea of our freezer pod ships. Bound to only get more detailed when Robby gets his hands on it.
We'd really like the canyon walls of ice to be really iridescent looking. Lots of bounced light and cool colors coming from down there. I got some of our prototype geometry in and setup scale of the environment. I also got a matinee camera up and set the FOV to 80 for the time being. We'll need to see a few different settings before we settle on anything.
Here is a WIP of the glacial wall
Here is a shot showing a little more progress on lighting and placement. The Freezer Pods are a quick placeholder mesh. Robby is going to be making those badass in the future.
Here is a color version with no color correction or tuning. Mostly just placeholders.
In Young mentioned making the edges of the glacial canyon more aggressive. So we went all out and created these placeholder spikes. With a little tweaking, we believe this will be pretty sweet.
That's all from me for now. Crits, thoughts, and questions welcomed.
why not make the spikes a bit curved like claws trying to grasp the green side. but it looks great the way it is aswell, so i don't know
Grasping the green side is one of the ideas we thought about. Looming over it/ grasping / attacking. It might go through more iterations at this point
hope it'll be shiny and coloured.
You rock!!!.....
....Robbys face. O_o
Famouz: Thanks! The scene will be very colorful. Maybe a bit shinny too
Brian: Thanks for the support dude
blood_falcon: I'm not exactly sure how the glacial stuff will come together. I experimented with tons of shaders in unreal today. I tried some emissive, some fresnels, diffuse lit only and then painting with light along the canyon. I'm not 100% sure what we are gonna do yet, but I'm pretty sure it will be shader driven in UT because of how fast we can iterate on it. Robby is pretty close to being done with the glacial wall and we'll have a lot better idea after that. Woot.
In Young added what we are going to be using for grass. I'll just show it in the scene and let her post the asset if she wants. I went through today and added glowy tips to the grass like in some of our reference pictures. I'll post one of those next.
I didnt like the black artifacting that was happening on the foliage at the bottom of the screen so I'm placing an environment light to the grass elements. It's already helping a lot. Pics to come on next update.
Started making the ice area a little more gnarly looking. Going to push that even more over the next few days.
I mean, I see it's a wip and what not, but I just wanted to check.
The color choice is looking great, too!
Robby! The glacier's looking nice... articulated!! great shader choice. did you customize that one?
Hey everybody. Here's an update on the High poly of the ship. Gonna start the low poly tonight. The "shaft" in the upper left corner is what the legs/tentacles will look like.
Cody: Thanks a lot man. Work got the best of 2/3 our team for a bit. Luckily Robby kept crankin through.
Any thoughts about making the scene a bit more menacing is welcomed. Gonna be working on that today. Will be moving the rocks around a bit. Pulling camera down a bit and hopefully getting the new jelly ships in today too.
love seeing an underwater scene, so nice and different
Those coral/foliage things have turned out rather nice, though I think you should consider bringing back some of the color from this shot. Warmer colors to balance the cooler blues from the ice on the left.
As for making the ice more menacing perhaps more sharp shapes and angles along with darker shadows. That might help.
Colors and atmosphere are just amazing!Great job.
I'm really looking forward too seeing this finished.
Other changes we have done include:
Pink and Orange petals floating particle FX.
First pass skybox in.
First pass soft lens flare.
Another pass on Post FX:
- Added slight blue tint overall.
- Darkened shadow tone and tinted darkish blue.
- Continue work on framing the shot.
D1ver: Thanks a lot!
Ben Apuna: I agree man, and I'm going to work on that more this week. Switching to UDK is changing a few things on how I'm lighting the foliage. I was hoping to just use the emissive glow, but that's not been too great so far. Great feedback.
Thanks everyone else for the comments and crits.
the most important critique i have right now is the lack of seperation between the sides. sure, they are very different in terms of whats on them, but the fog really fights the feeling of two seperate areas next to each other - it blends everything together.
another more minor thing are the shadows in the ice cracks. they are too unsaturated and dark 'd say. it doesn't feel like theres any scattering of light going on inside the ice. it feels more like white rock thats being lit by a blue light. that's most likely just a thing of going back to glacier reference and tweaking the AO overlay in the texture.
the scene is coming together really nicely and i especially like the white dust thingie on top of the glacier. looks very much like snow getting blown off of it.