Hey Guys,
Been working on a little project while on Holiday its a game scene for district 9 I have a bunch of things on the go nothing really too polished to show yet, so for now ill be throwing up my Mood/Concept Sheet that i am using to guide me through this project.
Expect a lot of updates shortly.
Replies
I will be using UDK for this scene hopefully it works out for me
If anyone inspires me to get my ass into motion, its defiantly you buddy... can't wait to see what you cook up.
There is this amazinnngg level where there is a robot in the distance just fucking shit up, and its all 3d (obviously fairly low poly) but man... I'm sure if AE pulled something like that off with the spaceship it would look great...
And not to mention, would give him some practice with background modelling (thinking of texture sizes, polycounts, ways to push the silhouette etc.)
Either way I know this will be crazy uber, AE's got the gift
While Unreal doesn't support the behavior of the 3D skyboxes in Source, it's not a big deal to build everything at scale within the map file. Throw in some nicely done height fog layers for atmospheric haze, a well painted skybox, the quality of the Lightmass lighting, and you could approximate a location from the movie very easily with enough time
I think the main cue the ship has going for it in the movie is the haze effect that happens with distance; where the ship fades from distinguishable metal plates and texture in the forground to almost a solid color at the furthest observable chunks of it. This could be accomplished with a scene post process where you interpolate between the scene texture and and solid color using the depth buffer as a distance mask, or done within the material for the ship itself. Or a combination of the two.
I'm curious to see how this pans out
With the background city I will be using two different techniques I was able to pick up from my Unearthly challenge entry, those being the mix between 3d models and a 3d plane that tricks the user into thinking the back round is 3D.
I hope to have some updates soon as I am still trying to get the scene set up properly in UDK.
Here is a breakdown of what I am doing now:
Armored Hilux: [][][][][] (Low-Poly base mesh done)
Armored Truck: [][][][][] (No Progress)
Alien Ship: [][][][][] (No Progress)
Unreal Engine 3 doesnt use skyboxes as Unreal Engine 2 or Source uses, all the skies are within the map itself, so using 3D geometry is a must and will work just as well as Sources 3D Skybox (if not better tbh)
Looks like you've started with a good point of view there Arman, if this is even half a solid as your Unearthly Entry it will be awesome
And nobody should ever consider Source over Unreal. Really.
The vehicles will be the biggest selling points of this scene especially the alien ship so ill be spending a lot of time on them making sure they look good.
updated(jan,18,2010):
I'd turn down the chromatic aberration, right now I feel like I should be wearing some 3d glasses just to view your post.
Looks like a good start, there are a few strange shaded areas ( like on the hood near the headlights) cause by uneven geometry.
+1 on the aberration.
Looks neat so far.
Cheers!
Thanks for the comments I'll be sure to take them into consideration.
Hope to have more frequent updates
http://uk.cars.yahoo.com/23122008/36/t/toyota-hilux-s-good-enough-top-gear-99.html
@Mike Barnucz: Hey Buddy, thanks for the reference image the vehicle is a lot more curvy than the one in the movie for sure might take a look at the different models.
Slight Update, Hopefully i can get some intimate time with this over the weekend.( I know about the shadow issue):
Updated above image
BEEF DAT UP
1. The bars over the side windows are not made of tubes, they are flat pieces of metal.
2. The small cross bars covering the windshield sit on top of the thick metal tube with another thin metal tube running vertically that attaches them.
3. This thick pipe should be pushed out more and sit more over the corner of the hood, where the hood meets the fender.
4. 1. The plates are too tall.
2. The gap between the bottom of the plate and the lower armor panel is too small.
3.The gap between the top of the plate and the bottom of the window is too small.
5. This Front box thing is too wide and comes too close to the headlight.
6. Notice the shape of the plates. Its not just one thick rectangle, it has a ledge around it. Also I would make the center portion bevel in more to really make it noticeable.
7. the handle is flipped upside down.
8. This chunky part of the grill guard sits right below the headlight. This gives the truck less of a residential feel and more of a high riding utility vehicle.
Anyway, like I said its all pretty trivial hopefully some of it helps. And I may be the only one but i like the purple render lol.
LINK TO THE PAINTOVER
http://img683.imageshack.us/img683/1957/aetruck.jpg
subscribed.
Im using this concept:
http://www.wetanz.com/assets/Uploads/461UpArmouredHilux5finGB.jpg
But I like your crits! you don't have any side images of the car by any chance?
As for the armored transport, I know I saw some when I was in Iraq so I dug around looking for the name. Its actually belongs to the "cougar" type family of armored vehicles manafactured by Force Protection, INC. Used widely by British and European armed forces but also distributed to U.S forces.
http://www.forceprotection.net/models/cougar/
Not sure what variant it is, but I suspect its a Mastiff PPV.
Ah ok, makes sense then. This is the best "side view" I could get, its pretty blurry and not perfectly from the side so idk how much help it will be.
http://img641.imageshack.us/img641/6879/aeside.jpg
Thanks for the Image man i really appreciate it! im gonna take a step a little and see if i can meld these two different designs together somehow
Updated!
Been working on some other stuff i cant talk about right now, but behold LP+BAKE it has a few baking issues i need to fix before i start the texture:
I was thinking about doing a vehicle one of theses days, what does the underneath look like? That seems like a tricky part to model!
Can we see a wireframe of the Low Poly?
@cycloverid: Do you mean the High-poly tires or the low-poy tires? Also i did not model underneath the car due to the fact it was never going to be looked at in the scene, i generally try to model things that the viewer will see, if the car was flipped over id model the undercarriage but for this scene i did not.
@gsokol: i throw a wire frame up with the texture flats when i get home from work
@Vofff: Hey thanks for the crit, i'll take that into consideration, it wouldn't be too hard to change the size.
Quick EDIT:
Id also like to note that i will be throwing up a new composition concept, as i will be changing the scene slightly to feed my needs for this project
Great job otherwise ae.
looking forward to wireframe.
@roosterMAP: Thanks, I personally think the armor is nice and fits well in the D9 universe as it was based off the original concept art. Is there something regarding the armor you would do differently?
Im calling this done unless anyone has any huge issues with it gonna start working on the mother ship next
That's just my noob opinion though :P
Otherwise it looks great