holy crap there are ton of pages in brawl now. ok... so after some more thought and design we've decided to change from goro's lair to factory stage in kof . we're gonna be busy as all hell with work, so this might have a better chance of being finished.
just getting more ref and mood going before I start getting some thumbs sketched out. Got a bunch of ww2 battleship and sub ref from my honeymoon for machinery and tech doodads.
sup guys, we decided to dig right into our layout and will concept what we need. Oobersli and I have been collaborating whenever we get a spare moment. I'll let him post our story.
I did a quick bake in the Infernal Engine. We decided to use infernal because we have custom tools for max to kick assets into the engine extremely fast. This will let us iterate on the block out and change stuff up
Four years after being deserted before the war, the Northern Territories main factory Skag-A-1-023 has be reactivated. Its now a weapons factory and shelter for survivors/rebels.
The main reactor that was originally used to create the high levels of heat to melt down element 8472294-CA. Now it vents off low amounts of its power to keep inhabitants warm. This is essential to survival in the frozen wasteland of a destroyed nation.
Skag-A-1-023 or what the new inhabitants know it as "Edens Forge" is now the outpost of hope for all of humanity.
So lots of rubble and makeshift shelter/workspaces.
Looking great guys. Is this the angle of your final submission? I'm only wondering because the areas to the left and right are still pretty empty. I'm really looking forward to seeing what you guys turn out. It looks interesting already.
updated shot of what I was thinking to take up space on the left. the right still needs work, but it'll get worked out soon enough. also, the lighting isn't really where we're going. just too lazy atm to take out the red light.
not the best render, trying to figure out why its all blurry...
yah, we're working on filling in all those areas. I recently expanded the room and Oober just added a staircase and more stuff. The shot is subject to change. We're not going to put a camera in until we're happy with the blockout
Looking very solid guys i like it alot. any ideas on perhaps adding in forges for some nice alternative light source or maybe some hanging chains to spruce up the place i know you'll rock this out so i can't wait to see the progress!
Good ideas stolenpants! We definitely need to add those chains and hooks to the pulley in the middle. If you have any kickass ideas of how to creatively display this I am down. I want to have a couple light sources in the background to break things up. My first idea was to have hanging industrial lamps and I had fiddled around with some large dirty warehouse windows. Keep on shufflin'.
You making a character for this comp? hmmm....hmmmm...:)
i'm debating on it, i have a really good idea for polycount challenge but i kinda want to enter dom war again, but teh whole god theme isn't working so much for my creativity yet. i am looking forward to seeing some some ooberspetch rubbed all over this environment tho
not a huge update, having some issues with shadowing atm that need to be looked into. Started to get some ideas for the reactors, hopefully have up a concept up tomorrow morning. till then just playing with some shapes some more to get our composition solid. Key task for tomorrow will to figure out a few camera shots we want as well.
thx. not sure if this is what the final reactor will look like, and if it even matters with what camera we go with you might not see much of it. just a po I did last night.
The one thing I find kind of hard to pin down is where they would be fighting, I get the general sense that they would be on the middle platform but the camera angles so far aren't necessarily locking in that "fighting stage" feel. It seems like you've got a big environment going with a lot of space that needs to be filled up and if you lock in that camera its going to make it easier to populate?
i'm liking shots 1 and 3 the most. i think if anything we can tilt the camera a tad more for those shots so the fighting plane is more present and zoom in a tad, but I like having a more angled wide stage than the generic up close parallel shot.
and yes, we're thinking of the middle platform as the stage in shot 1.
alright, we're still shuffling shit around. work currently keeps us in the blockout phase on this project. We're trying to lock everything down in our spare time. I threw some quick omnis and will continue tweaking lighting. I extended the platform so that we don't focus on what's in front of the platform. I will adjust scale on some of the foreground objects tomorrow. Oober, updates added feel free to drop in your new stuff, I dont have new generator
Yea that view is real nice Ober anf also try to incorperate those reactor tiles on the generator they catch the light real nice and adds a cool feel to it in my eyes. Looking good guys keep rockin it hard.
That fan is wimpy! crank those blades more viciously cuz they're begging for fatality action! also few things seem to perfect (i know you were gonna finish things later but i wanted ot point out) like those steel beams on either side maybe slightly bend em and maybe pop that railing out of socket so it's slightly dangerous to lean against and have some of those pipes on ceiling broken or bent etc to break up the symmetry of them all running... i guess i want u to not frame it so perfectly because all my attention is being drawn right to that fan. Powerful Flavor cooking!
trying to balance out the scene by changing light ray direction, moving lights, and making sure one side doesnt overpower the other. Just seeing how we can balance it out.
rescaled set for 6 foot man and started breaking pieces out for modular constructin. Need to finish the ceiling, lock down camera position, and draw up a couple necessary concepts, and asset list. All this needs to be done before I hit lighting again. No point to make final assets until composition feels good
Lookin good on the fan blade less is more, and put some twist to the blades also maybe put another set deeper in alot of big warehouse fans use 2 one for return and one for exhuast.
Haha sorry for the large image didn't think about that when I posted it, what I meant for the fan blade is the box the fan blade is in put two blades with about "2ft" real world space between them and rotate the blades different then one another to give it depth and some nice lighting off the shapes. I hope this makes sense, the idea is in my head but might sound retarded on paper. Lookin good sorry to make or suggest more work.
Replies
sup guys, we decided to dig right into our layout and will concept what we need. Oobersli and I have been collaborating whenever we get a spare moment. I'll let him post our story.
I did a quick bake in the Infernal Engine. We decided to use infernal because we have custom tools for max to kick assets into the engine extremely fast. This will let us iterate on the block out and change stuff up
Four years after being deserted before the war, the Northern Territories main factory Skag-A-1-023 has be reactivated. Its now a weapons factory and shelter for survivors/rebels.
The main reactor that was originally used to create the high levels of heat to melt down element 8472294-CA. Now it vents off low amounts of its power to keep inhabitants warm. This is essential to survival in the frozen wasteland of a destroyed nation.
Skag-A-1-023 or what the new inhabitants know it as "Edens Forge" is now the outpost of hope for all of humanity.
So lots of rubble and makeshift shelter/workspaces.
not the best render, trying to figure out why its all blurry...
You making a character for this comp? hmmm....hmmmm...:)
thanks r4ptur3!
ps, don't forget that hottie from the middle of your ref pic.
obviously this shot needs a lot of work and will be modified if we go with it.
The one thing I find kind of hard to pin down is where they would be fighting, I get the general sense that they would be on the middle platform but the camera angles so far aren't necessarily locking in that "fighting stage" feel. It seems like you've got a big environment going with a lot of space that needs to be filled up and if you lock in that camera its going to make it easier to populate?
Looking good tho!
and yes, we're thinking of the middle platform as the stage in shot 1.
I have a dust/fog actor that I'll throw in later.
Blade twist ref: