I am
in! I didn't think I'd be able to enter dominance war as I'm going into crunch mode with my final year of university - but an environment challenge? Too good to pass!
I already have university projects on the go, but one of them is an environment piece I haven't got started yet! So I figured I would kill two birds with one stone and squeeze the competition brief into my uni brief! I've already stated I will create a near-future, hard sci-fi, urban environment; so with that In mind I set out looking for fight stages that I could redesign in that specific direction!
This actually turned out to be a pain in the ass, because knowing I don't have time to do anything too epic and specifically looking for an urban setting didn't leave me with many options. So I'm down to two options. One makes sense, but is a little dull, one it crazy and makes no sense. :poly142:
Option #1: KoF XI, America Stage.
This would be really easy to do over as a cleaned up modern and appealing shopping district, but the background itself is pretty dull.
Option #2: KoF '98, China Stage.
This one is a bit more of a leap of imagination. I really love this stage as it is. The background scrolls as the boat is punted through the environment, the boat itself rocks from side to side - it's great! I would take this in a pretty extreme direction. Replace the water with a cloud layer, the rocks with skyscrapers, and the boat with a bridge between buildings.
I'm going for the crazy one, natch. :thumbup:
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I don't think I'll be updating the concept to show this (as I do not have the concept skills) but I want to aim to get the other buildings closer and more in your face like the original, as well as carry over the colour of the rocks to the buildings cladding, and the red highlights from the padoga to some billboards. I also want to get some roof gardens in there to get things seeming a bit more lush!
Reference hunting and block outs tomorrow! I'm going to go get drunk on Guinness! Happy St. Patrick's day people!
I doodled out some designs and came up with this. Lots of support beams, and interesting diagonals, and a few outcrops for roof gardens.
Nice concepts, can see the visualization coming together, looking forward to seeing this progress!
Here's the cut out logo to save you some time!
http://dl.dropbox.com/u/2759490/brawl_logo.psd
Modular buildings should be fun.
Good luck!
Thanks alot!
Looking forward to seing more now, go go
Cheers
@Mr Bear: No Problem! I'm looking forward to your own Brawl entry!
@Buckster: Yup, I like to plan out and break down a scene as it stops me getting stuck later! But in this case, I need to justify and document my working for my own university report! I actually need to type up some research I did on a few skyscraper architects later this week for a report Yawn!
I really wanted to finish up a fairly detailed blockout today, and got up at 8 to get started... then went back to bed at 9 and stayed there all day with a fucking awful migraine My ill feeling started to fade this evening so here's what I knocked together so far!
For some reason, next to none of my brushes are casting/recieving shadows They all have good lightmap resolution, I can't figure out what I've missed, likely something simple. I blame this man flu. :thumbdown:
This is exactly the same lighting setup in both the November and March builds. default light settings and three simple brushes. No settings changed.
I cannot get lights in the march build to reliably cast shadows! What changed, and how can I get some crisp shadows? :poly127:
Cheers to Froyok for passing on his results from his own encounter with this problem!
Fix:
Edit-because-its-such-a-minor-update:
I spent my afternoon learning about post processing in udk for another environment I am working on and applied what I learned to my previous shot! I'll blockout the interior after my dinner, promise! Anyhow, here's the same brush blockout with shadows this time!
Tomorrow I have to work more on other projects, Hopefully if I have time I'll finish up the interior blockout and stick it in engine.
I realize you're still blocking things out but just in case I thought I'd mention that my main concern at this point is that I think the scene is looking a little too symmetrical lighting wise. You've basically got two big shadowed areas on the left and right.
Maybe lower the left (or right side) building so we can see the rooftop and put another taller building(s) behind it. This might help to make the mid-ground a bit more varied and interesting.
Of course all of that is null, if this isn't your planned lighting direction and setup.
Other than that, the foreground architecture is pretty cool looking, nice bounced lighting too.
Keep up the good work.
I think you'll need something busy in the foreground, too.
@ParoXum: Yeah I'm not sure what yet. I'm thinking a Rope barrier curving in a wide U arc, but I want something else on one side as well, as Ben said to break up some symmetry.
@Ben Apuna: Yup at the moment shadows would be far too symmetrical. I plan on having some holographic displays in the glass windows on one side, which should cast colored light and break things up, but I'd like some props behind the fighters to fill some space as well.
Hmm, I'm gonna have to do some paintovers to flesh these Ideas out I think!
Rest assured service will commence shortly - the fucker's got to be handed in by may 4th!
You have like 8 wip threads all over this site. I shake my fist at you, good sir!
Good luck!
Cholden: Haha yeah I'm a sucker for starting things I don't finish! But this will be different! *eyes sparkle* I'm gonna bring it home! lol.
Just had my uni deadlines, so I'm gonna take a lil break and get cracking on finishing this and my sci-fi street off!