Progress on the planter box and topiary. Still some texture work to do, its using just plain diffuse tiles at the moment. It sits at 7,284 tris. I could optimize it a bit if needed.
Jason, I just noticed your avatar, sneaky almost didn't, ha ha ha!
As for the bushes its super easy to do, 2 boxes one with an opacity map scaled up and pushed out slightly and the inner has a non opaque diffuse.
The planes I painted on using Niel Belvins object painter script.
ok made sweet love to this set, a few things I still need to fix but for a side element I believe this works fine modular work is really nice once you get the kinks out, well time to drop this into unreal and make it really pop nicely
If anything, I'm noticing some smoothing group errors on your model (around the windows, the edges of the roof) so if you fix those up, this is gonna be baaaddd ass!
Sorry for the lack of updates but ive been doing a TON of stuff to make all the assets work//look correct//look better
Still working on it but so far machines in place (go vassago!)And the floor tile is being worked on by vig!
got all the assets with proper smoothing groups , 2 uv channels, light maps baked in, all nrm maps are now compressed but have depth shaders applied to them, Projected decals of burnt people behind there ash piles, and even got heat hazzy effect working tonight
Still alot more to do but its coming together nicely
2nd screenshot is older but shows the people burnt to the ground look were going for. Still much work to be done on everything!
This is really coming together, fellas.
May I suggest that if the imprints of the bodies on the ground should have their hands covering their faces or arms in the air like they were shielding themselves. They are looking pretty static at the moment.
I assume the electricity bolts are WIP, so I won't really rip in on that.
Aside from that, I'm really liking it, keep pimping!
Try and match your fog to your sky colour (or vice versa). There's a contrast in value between the blue in the sky and that in your fog, and it makes both look out of place.
Good point about the fog, I think we had some ground fog in and it was grey-ish and that was copied up to the main fog. I think Remi fixed it because its a bit more purple.
The thing hovering in the scene is a burning banner, I think some wires where crossed in the material making it a light vacuum, it might get a little more love before we call it fini.
More progress...
The ground texture is still a WIP, the spec is a bit wonky right now. The dirt/gravel we had before just wasn't holding up.
we ran out of time, big time. I lost several days to being sick, which made my machine work suffer badly in the end. I'll post some pics tomorrow of what it should look like.
Hey, you made it, congratulations! Vassago, I see that you feel a bit , but you know, I like it anyway.) It's sweet. I love it. And the idea isflippin' awesome! You first shot made me smile twice as wide as my face. You did a great job, so take pride in knowing that!=) good luck further on the rrroad.
It was a great experience. It was fun to work on something outside of work that wasn't a TF2 map ha.
There are always a few things I would like to change with whatever I do and I might spend some extra time to polish up the pieces before I drop them in my portfolio.
I think we did a pretty good job and learned a lot of stuff that will help us going forward with everything we do. If anything this has made me a little more excited to flesh out some more scenes with UDK.
Grats on finishing, that's an accomplishment in itself! :P
It looks great, I would be interested to see what else you would have done if you'd had another week(I know I coulda used one badly). Excellent job guys, I dig it.
I think we did a pretty good job and learned a lot of stuff that will help us going forward with everything we do. If anything this has made me a little more excited to flesh out some more scenes with UDK.
Indeed! Hell, I knew jackshit about unreal when I started. Couldn't even import a mesh to save my life. It was a fun learning process. I'll certainly be tweaking my stuff this week for my folio.
I thought the idea behind this scene was very cool. It's a shame you guys ran out of time as I know you are all capable of so much more. Nevertheless, congrats on getting a finished entry in
Congratulations on finishing! The idea behind this entry is really awesome and it's really great you guys did a research to find something really "out of the box".
Btw I love the human shadows in there.. kinda creepy but awesome
aww man seeing this makes me really want to do more with the scene and its details again, ugh if only we had a bit more time ><
Let me know when you get this 100% and I'll get it with some extra magic and love in unreal.
Nothing is stopping you from doing more with the scene and details.
Contest might be over, but seriously go back and make the changes you think you should make. ESPECIALLY if it'll make for a stronger portfolio piece, and maybe give you insight on the NEXT time you do something like it.
Sounds like fun I'll pass you the scene files and you can get right on that =P
I agree there is nothing stopping anyone from working on it further and we have been working on it a bit here and there.
For me its a matter of finishing what came first. I have a long running project I put on hold for this contest and I'm back on it until its finished. Not to mention this contest meant putting my family on hold too. It being the holiday season they expect a little more face time. Honestly going home and being my daughters Totoro is a bit more fun than jumping back on the computer for another few hours of work.
There are 2 other projects that have been on hold for a while that need to be finished, and then a portfolio redesign which will include reworking the props in this scene and MAYBE rework the final scene.
Replies
the rest aswell, but the topiary is especially funky!
This Planter box is EXCELLENT !
Keep up the good work guys.
Jason, I just noticed your avatar, sneaky almost didn't, ha ha ha!
As for the bushes its super easy to do, 2 boxes one with an opacity map scaled up and pushed out slightly and the inner has a non opaque diffuse.
The planes I painted on using Niel Belvins object painter script.
I also did a quick write up on all the methods used.
A few splines a few modifiers and a lot of auto generated UV's.
http://boards.polycount.net/showthread.php?p=1031982
(no lights)
(with lights)
If anything, I'm noticing some smoothing group errors on your model (around the windows, the edges of the roof) so if you fix those up, this is gonna be baaaddd ass!
Still working on it but so far machines in place (go vassago!)And the floor tile is being worked on by vig!
got all the assets with proper smoothing groups , 2 uv channels, light maps baked in, all nrm maps are now compressed but have depth shaders applied to them, Projected decals of burnt people behind there ash piles, and even got heat hazzy effect working tonight
Still alot more to do but its coming together nicely
2nd screenshot is older but shows the people burnt to the ground look were going for. Still much work to be done on everything!
Progress...
May I suggest that if the imprints of the bodies on the ground should have their hands covering their faces or arms in the air like they were shielding themselves. They are looking pretty static at the moment.
I assume the electricity bolts are WIP, so I won't really rip in on that.
Aside from that, I'm really liking it, keep pimping!
im tweaking alot of stuff to make it pop more , were gonna make this full of awesome soon!
still adding little things as we speak
Also:
http://dl.dropbox.com/u/17188/uc2009_help01.jpg
The thing hovering in the scene is a burning banner, I think some wires where crossed in the material making it a light vacuum, it might get a little more love before we call it fini.
More progress...
The ground texture is still a WIP, the spec is a bit wonky right now. The dirt/gravel we had before just wasn't holding up.
Great work though guys, you're rockstars!
There are always a few things I would like to change with whatever I do and I might spend some extra time to polish up the pieces before I drop them in my portfolio.
I think we did a pretty good job and learned a lot of stuff that will help us going forward with everything we do. If anything this has made me a little more excited to flesh out some more scenes with UDK.
It looks great, I would be interested to see what else you would have done if you'd had another week(I know I coulda used one badly). Excellent job guys, I dig it.
Indeed! Hell, I knew jackshit about unreal when I started. Couldn't even import a mesh to save my life. It was a fun learning process. I'll certainly be tweaking my stuff this week for my folio.
Again, great job guys!
It was fun and hopefully it shows people we can do plenty of meat and potatoes style work
congratulations,
I am defiantly going to rent back to the future soon
Btw I love the human shadows in there.. kinda creepy but awesome
In-between my L4D2 binging, I've been messing with the textures a bit more (the entry was only about 10% complete)
still a ways to go before I'd consider them final and presentable on my folio. But I'm not going to kill myself completing them.
Let me know when you get this 100% and I'll get it with some extra magic and love in unreal.
Nothing is stopping you from doing more with the scene and details.
Contest might be over, but seriously go back and make the changes you think you should make. ESPECIALLY if it'll make for a stronger portfolio piece, and maybe give you insight on the NEXT time you do something like it.
I agree there is nothing stopping anyone from working on it further and we have been working on it a bit here and there.
For me its a matter of finishing what came first. I have a long running project I put on hold for this contest and I'm back on it until its finished. Not to mention this contest meant putting my family on hold too. It being the holiday season they expect a little more face time. Honestly going home and being my daughters Totoro is a bit more fun than jumping back on the computer for another few hours of work.
There are 2 other projects that have been on hold for a while that need to be finished, and then a portfolio redesign which will include reworking the props in this scene and MAYBE rework the final scene.