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BEAT-EM-UP! | bgoodsell & NateMasterFlash

Hey guys,
I'll be working with my friend and roomate NateMasterFlash on this challenge. The two of us are huge fans of Genndy Tartakovsky's Samurai Jack, so we're designing our environment off of that. We have some simple goals for the project:
  • Create an environment using the latest UDK
  • Use Zbrush 4 for the majority of our pipeline (low & hi-res models, and texturing where applicable)
  • Focus on the forums that make the cartoon interesting
  • Use a bright, colorful palette to establish the mood of the scene

And as always, here are our reference images:
SamJackMashup.png


And a quick paint up of the scene done By Nate in Zbrush's:
layout_concept.png

We're not entirely sure of our time of day yet. The idea is that the sky would become smoggier and or darker around the city because of the pollution (and its a cartoon where we have artistic license). Feel free to toss out suggestions.

Replies

  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    Where's the update guys? I really like the idea you have with this.
  • UltraLrod
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    UltraLrod polycounter lvl 7
    wow love the idea...
    can't wait to see it
  • bgoodsell
    Here is a bit of an update: Things are going slow. I think the only way you really learn at zbrush is to build something incorrectly about three or four times until you discover the best way to do something.

    Example: I'm struggling through a flaw I had with trying to get low-res versions of my shadowbox objects. A few days of bad re-topology here, some failed experiments with decimation there to finally realize it was easier to build a shape in max to achieve the topology i needed. While i can see the benefit of building a shape from shadowbox using retopology, hard surface cylinders aren't really easy and/or accurate. Using a good base object in max is the fastest and most accurate point to build an object.

    Also, for me one of the new challenges I've done is using 3d max over maya to do my more accurate editing. Its put me in a very bizarre place to be out of most of my familiar grounds. On the plus side, i'm a bigger fan of max right now on a sheer shape creation standpoint. I've always been a fan of "less is more" in a 3d package and max does just that for me.

    Lastly, I'm in the process of creating modular assets for the city right now. Theres quite a few of them, but fortunately planning (mixed with leaning from earlier failures) has helped make sure we're under texture budget with the best possible modular setup.

    I'm pretty sure the theme of this project is going to be learning through failure. Most of the big failures are out of the way so we can built a single map with two people with out deleting each others work.
  • bgoodsell
    Question: I know the contest scene polycount is 175,000 and in unreal I'm having a hard time figuring out which number is correct in my scene manager. Theres total triangles and total referenced triangles. Referenced triangles is significantly larger than the triangle count (I am using prefabs). For this contest, which number should I be paying attention to?
  • ParoXum
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    ParoXum polycounter lvl 9
    You take the total Instanced Triangles, minus cameras and character tricount.
  • bgoodsell
    Do terrain triangles count too? Furthermore, does bsp factor into the triangle counts as well or is that free?
  • gsokol
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    gsokol polycounter lvl 14
    I'm pretty sure everything counts..including terrain and bsp.
  • bgoodsell
    Progress shot from the city. Right now this shot is around 65,400k in triangles (which can hopefully be trimmed down to 58k). All the forms are more or less final, and while it looks a little cluttered, the city parallaxes really nicely. Now on to UV and texturing/pretty-ifing .
    Cityprogshot01.PNG
  • NateMasterFlash
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    NateMasterFlash polycounter lvl 12
    samjack_challenge4.png

    samjack_challenge3.png

    Terrain progress
  • NateMasterFlash
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    NateMasterFlash polycounter lvl 12
  • Ben Apuna
    That city is looking pretty nice. I hope you two can take the time to finish this scene up.
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