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UC 2009 'END GAME' | Mazvix | 3D

Hello Everyone,

I decided to join UC 09, it is kinda late but I will try as much as I can to get a small/focused scene with a powerful messege through the composition.

I have many, many ideas in my head that I have to start choppin down for me and for you guys. Here is my inspiration and the style I am going for- Diablo Hand painted :)

Ideas.jpg

And quick idea.

MyConcept1.jpg
MyConcept2.jpg

Replies

  • Mazvix
    The above composition isn't what I am going for, was just an idea. Camera angle will face 45 degree angle towards focal point which is the demon head with stairs coming down. And from there I will build the room around it. Which one do you guys like. I personally like 3 the best.

    CaveHeads.jpg
  • OggyOi!
    I like 4 the best, as the horns lead you back to the portal if you follow them, where as 3 would lead your view up to the top of the composition.
  • divi
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    divi polycounter lvl 12
    i like 3 aswell. depending on how you build up your scene it might be beneficial for it to not look too compact. especially if it will be at the top of your composition.

    neat concepts you've got there
  • Mazvix
    Oggy and Divi: thanks. I agree on number 4. Here is a new composition when I model it things will be a bit more exaggerated to show threat to the player because he will feel so small in this realm. Here is a list of props that I need to do. From here I will make atleast 3 designs for each prop, and pick the best design. Stay tuned.

    NewComposition.jpg

    LARGE PROPS-

    Demon Entrance Head
    Wooden Bridge
    2 Floating islands

    MEDIUM PROPS-

    stairs(chipped off)
    Barrels
    candle stands
    Braizers
    Pillars/broken.

    SMALL PROPS-

    carpets
    candles(big and small)with smoke planes.
    jars/ Vase
    skulls
    Spider webs
    Lava planes.
    chains
    blood spills
  • Mazvix
    Hi again last week I devoted my time for silhouettes and this week the modeling. After I get the base down, I will carve more into the texture/additional designs of the props.

    After I am happy with the final results I will have different versions of everything in terms of damage/broken parts and pieces.

    Here are some silhouettes for the pillar as you see I beleive 1 fits the best. The rest are candle holder designs and blazers. I ended up making a new design for the candle holders and I am chosing number 2 for the blazers.

    PillarConcepts.jpg
    Pillar.jpg
    SmallProps.jpg
    SkullCandleHolder4.jpg
    SkullCandleHolder3.jpg

    "EDIT" I aiming for diablo II - D3 style.
  • Mazvix
    Hi Guys,

    here is the rock formations that I will use, duplicate and such for the base. I will post the stuff I have been working on later today.

    RockBase.jpg
  • Mark Dygert
    I like the idea and the candelabra is great. Times tickin though go go go!
  • Mazvix
    Hi vig, thanks :)

    I am done with the modeling, rest is texture work this week and that doesn't usually takes time with me. I have to make sure the color pallete matches with everything, for the pillar design I was thinking Red, Gold and Blue with either white or beige for the pillar material.

    DemonCave.jpg
    Bridge.jpg
    PillarDesign.jpg
    BrokenPillars.jpg
    BlazePottery.jpg

    Tiled floor
    TiledTexture.jpg
  • Mazvix
    EDIT: I still do not know unreal or max, I was thinking max because d3 is pretty much a maya engine. Unreal can blur the textures so still thinkin about it.

    (btw the small plat forms for the bridge at the top of the base is where the flag is going to go)

    Spear.jpg
  • Mazvix
    Hello again, I am finally done with the texturing. This week is lighting and FX -

    For the sake of saving time I did not post everything I textured, but this should be enough to give you guys a sample. I am exporting everything into unreal now.

    I will also post more detail shots later if the time allows it.

    Skullcave.jpg
    Pillars.jpg
    Bridge-1.jpg
    Blaze.jpg
    Candelabra.jpg

    Enjoy.
  • divi
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    divi polycounter lvl 12
    i think the rock on the skullpiece could use some sharp bright highlights in places to make i pop a bit more. i adore the wood on the hanging bridge very awesome.

    rest looks good too :)
  • Mazvix
    Hey Divi: Thanks for pointing that out, had it in mind but totally got side tracted- I will fix that when I get the chance, I am glad you are enjoying my art. I will keep you posted.
  • Mazvix
    Hi guys,

    I got everything in unreal. At the moment I will only show 'unlit version' from UT3 so the scene is more readable for crits. Here are the 3 screenshots, I cannot think of anything else to put into the scene, so if anyone has ideas to add please do not hold back.

    I thought of putting tilted vase with mound of gold coins on the floor, best I got for now. I also added barrels as you see, some are stacking and so on, not sure if I should really increase the amount.

    ss1.jpg
    ss2.jpg
    ss3.jpg

    Things to add:

    fix floor texture and size + add tiles that stick out to give it more depth more, especially with the lighting.

    Portal and floating rocks with a spirit ring floating around the island plus fx.

    I could really use all the ideas that you guys got. Thanks :)
  • turpedo
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    turpedo polycounter lvl 12
    Hi Mazvix,

    Looking cool so far. The two things that stuck out to me were the broken pillars and the rock that is with the portal.

    The question that went through my head was how did those pillars break?

    The other left pillar remains seemed to have disappeared as well. You should add the remains in like you did on the other side.

    I would like to see more definition on the rocks that are with the portal as well. Try to match the topology that you chose on for the rocks.
  • Mazvix
    Hi Kelvin,

    Thanks for the crits. Pillar pieces/ debris are all final touches- they were hit by flying spells (sorc/wizard). As for the portal rocks I modeled it like that on purpose to immitate "jaws" of the demon, but if it is sticking out all the time, I will fix it.

    What do you think of the filling of the platform though? Is this good enough or something is missing? Please let me know thanks!
  • turpedo
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    turpedo polycounter lvl 12
    Sure thing, it really depends how you plan on doing your lighting. Would be cool to see some sort of foliage growing through some cracks, and rocks that have fallen off the walls onto the ground.

    Your wall would pop out a lot more if you added extra geo to get some more depth out of it as well.

    Change up the reptitiveness of the candle line up as well.

    It could also be cool if you had structres coming off the walls(support beams possibly?) that connect with the pillars. That could make your design a bit more interesting too.

    Sorry don't mean to bombard you with all these things, just trying to help!
  • AJR
    great scene, too flat, really focus on three point lighting and establishing some sort of color palette for your final lighting. you have some great light sources, use that to your advantage, best of luck! :)

    - AJR
  • crazyfingers
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    crazyfingers polycounter lvl 10
    With the right lighting this scene could really start kicking some arse. That doorway came out great!

    Dunno how experienced you are with lighting, but i'd start with some point lights just above the candels, play with their range, intensity and color. Then maybe a directional light hitting from below, from the right side with a cool color set to low inensity and maybe another point light of your choosing somewhere else to fill in the rest of the scene.
  • STRIKER
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    STRIKER polycounter lvl 14
    it looks pretty good so far. keep moving!
  • Mazvix
    Hello guys :)

    I really appreciate your support and the motivation I get when you cheer me on.

    Turpedo: Hey man, no worries on the crits, I need to get better :)
    Ajr: Ya, it is like I mentioned unlit version in ut3 hehe.
    Crazyfingers: hey dude, I am decent with lighting in ut3, I already lit it up as a test and it does make a huge difference. At first I was going for portal as the main source, candles lighting, some turned off with smoke planes, same goes for the candelabra. And volcano errupting from the bottom, giving off orange light with maybe cool light from behind the bridge.

    But after turpedos input, because it was going to be dark from around that is why the wall looked like that, I was just planning on getting away with normal maps since you won't be seeing that much of it. So while I was sleeping I came up with a better mood:

    Things to update/work on:

    -Mood: Cloudy day at maybe 6 am with the ceiling actually opened to bring sky light in. If you played WoW, like maraudon/ king kong feel.
    -More geo on the walls.
    -Add rocks coming out of the wall to make it more dynamic with foliage between the rocks.
    -Finish the debris rocks/final touches.
    -Randomize the candle position.
    -Fog from the bottom with smoke coming out to imply geyser action.
    -Grass coming out of the cracks of the tiles.
    -Model tile meshes and fix the texture.

    Striker: must have more chocolate sandwiches! go go go.

    Thanks again =)
  • Mazvix
    Hello,

    I am getting frustrated from putting a lot of effort/time into things and then I get differences of oppinion, such as- "toss this away." Anyways be honest with me please, remember this is still W.I.P. but as for the direction I am taking, what do you guys think? (execuse image being blurry/ skewed). This is NOT lit yet.

    shot.jpg
  • ZacD
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    ZacD ngon master
    make the flags hanging down, I can't see there being much wind in a rocky corner.
  • Mazvix
    Hi Zac: thanks for pointing that out, I will take care of it. How does everything look? Ceiling is open, it is a cloudy day with vapor coming up from volcanic geysers. (offcourse the lighting will help) As for the composition/ placement of everything, crits?
  • divi
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    divi polycounter lvl 12
    it's really hard to crit a lot about palcement without at least some sort of lighting in place.
    i personally liked the red of the portal in the concept, not really digging the purple at the moment, but that could change once it's lit.
    you'll need the polycount logo in there somewhere, no?
    the textures might be a bit dark at the moment for lightmass but that remains to be seen.

    is this an angle for a final shot? if so then the immediate foreground is pretty empty and nothing is framing the scene. there also isn#t enough negative space for my liking, but if this isn't one of the final angles then, yeah... :D
    might be easier to post a few shots from different angles and see which ones you prefer and then go from there with object placement.
  • Mazvix
    Hi divi: I personally had intentions for the red/orange portal- but because of that specific color/showing its intensity in the scene, all the hours I spent hand painting everything will just fade out into complete darkness. Purple fits to me, did couple of paintovers. Anyways, depending on the angle that represents my enviro best that is how I will tweak and fill areas that are empty. From there I will do the lighting and fix the texture colors/saturation just like what I did with 'Mushroom Town.'

    Main shot

    newshot1.jpg

    second

    newshot3.jpg

    third

    newshot2.jpg

    I am trying to get the bridge to show, I put a darn good amount of detail in it :(
    I also noticed island is a bit big so might shrink the width down to better constraint the FOV. Not sure if the loose tiles are showing are might have to make them a bit higher.
  • Mazvix
    EDIT: Forgot to mention the PC logo. Anyone has clarifications on that? I read the rules all it said was your team colors and logo.
  • BlvdNights
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    BlvdNights polycounter lvl 8
    Needs some spec/shadows
  • Mazvix
    Wuzzup!

    these will not be the final shot angles, just test shots to show off lighting to you guys.

    Tell me what you guys think, I got few really small tweaks and I will call it done. I might have some candles/ blazers turned off- not sure yet.

    Last1.jpg
    Last1_light.jpg
    Last2.jpg
    Last2_light.jpg



    I also realized either polycount or photobucket really compress my images because they look much much crispier/better on my screen :/
  • divi
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    divi polycounter lvl 12
    way too much pink for my liking. too bright aswell i'd say. the pink overpowers everything and it doesn't feel like it's coming from inside the mouth but more like the sun/sky whatever is pink.
    the second shot is far too empty on the right side and doesn't feel a lot different than the first - not sure how to remedy that though.
    maybe have it more along the lines of the third shot earlier this page just lower and a bit closer scene. to show of your bridge, because it's really neat.

    i still think you need to have the polycount logo in there somewhere. not 1000% certain, but pretty close. maybe put it on the underside of the barrels? just slightly, but still noticable if you look for it.
  • Mazvix
    Hi divi: I totally agree on what you said, after I put post process plus scene highlights everything went 'GLOW' I am fixing all that as we speaking right now, as for the angles like I mentioned above these were not the actual angles. I will post the real ones later today with the tweaks.

    For the polycount logo, many enteries did not have it...but your idea is good I might as well do it since it will take like few minutes.
  • Mazvix
    Done!

    I want to thank God, my family and polycount for the support. Good luck to all the entries on winning and happy Thanksgiving!


    markabadierbeautyshot1.jpg
    markabadierbeautyshot2.jpg
    markabadierwireframe.jpg
    markabadiertexturesheet.jpg
    markabadierconceptsheet.jpg

    markabadierprops.jpg
    markabadierprops2.jpg
  • Picklock
    Awesome job, gotta super cool style going.. like a cross between monkey island and indiana jones, hehe! Good luck!
  • Mazvix
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