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[STAGE] Samurai Shodown II, Hell, Chandler

LATEST UPDATE-

temple1.jpg

temple2.jpg

temple3.jpg

Hi!

Now I know how late I am to this party, at first I wasn't going to enter but I recently found out I'll be unemployed after next week, and while that's not such a good thing for my finances, I've suddenly got all this free time! :poly142:

Ss2mizukibg.gif

Doing Mizuki Rashoujin's stage from SSII, lots of fond memories of dumping my entire allowance into an arcade cabinet to beat her. My reinterpretation is to make the stage heaven instead of hell. While I like the flashy lightning eyeball craziness of the original, I've decided to go with a more natural understated feel to better match the Shinto premise the original was based on. Here's a color concept to show you where I'm going with it:

cPL7M.jpg

Not gonna have too much time to work on it until April 10, but after that my goal is to make a significant update to it every day. I've never gotten a whole environment done in such a short time span before, nor am I familiar with UDK, so this project is gonna be a lot of firsts for me. The concept is by no means my cemented final design, more like me just throwing ideas out, so any crits or suggestions are more than welcome. I'll have a 3D blockout soon!

Replies

  • Chandler
    UPDATE 4/12

    Okay, kicking this thing into overdrive! Daily updates from here on out. First up, the blockout!

    wDLkx.jpg

    Will be trying to get this into UDK tonight (First time using it, a little nervous) then zbrushing some rocks. C&C are appreciated!
  • Dan!
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    Dan! polycounter lvl 6
    i second that- nice block out.
  • Chandler
    UPDATE 4/13

    GrfwK.jpg

    Rocks!

    Sorry it's just a maya screengrab (And such a minor update), I've been pulling my hair out trying to learn UDK in a day. I hope to get a vertex blending shader working for moss, but we'll see.
  • christermime
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    christermime polycounter lvl 8
    Really cool level choice. Do you plan on bringing any of those bright colors into the redesign? Could be a cool opportunity to do some faded emissives to give things that kind of "magical" look, especially in the door.

    Texture on the rocks looks nice, highlights are coming through nicely. Some of them seem a little bit sharp (specificaly the bottom part of the second one, and the top right of the 4th) but over all the shapes look good. excited to see more.
  • EMC3D
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    EMC3D polycounter lvl 14
    Can see this working really well once you get the lighting from the sun down on the scene. Nice visualization and rock props, maybe crack some tiles up and what not, get that sense of derelict / ancient temple going on.

    Good stuff!
  • Chandler
    UPDATE 4/17

    Decided against daily updates, as I don't have something worth showing every day. But today I do! HP of my temple roof:

    ETRig.jpg

    9STbk.jpg

    3s7Ef.jpg

    Hoping to have the whole highpoly temple done tomorrow. I'm beginning to doubt that I will finish this environment by the deadline. :(
  • Chandler
    UPDATE 4/19

    Thanks for all your comments so far guys! Finished highpoly temple:

    temple1.jpg

    temple2.jpg

    temple3.jpg

    Now for the lowpoly and bake! :D
  • itsmadman
  • ayoub44
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    ayoub44 polycounter lvl 10
    COOOL , can't wait to see it finished .. you dont think is the time to export your blockout to udk ?

    good luck man
  • Chandler
    Thanks guys! ayoub44, I'm still learning UDK between modeling scene assets, not confident enough to show anything in it yet... As I understand it, you can only import single static meshes, so I figured trying to import the whole block out would be a waste of time. I'll probably just recreate it in UDK when I get more game-ready models.
  • ayoub44
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    ayoub44 polycounter lvl 10
    you can , but static mesh will be not placed .. try to export your scene as fbx and import it at UDK , then you will find all your assest ( house , rock , ... ect ) and place them :) this way i think will be helpful for just blocking .. good luck
  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    You can import the entire level in one piece but the problem there will be with lighting and optimization. Its much better to export each piece individually and then lego it all back together so to speak. UDK is pretty easy to import to, the problem is going to be learning how to create your materials and get the lighting to look good if you've never used the engine before.
  • Chandler
    Hey guys,

    So I guess it's obvious I'm not submitting :( I ended up having a lot less time to work on this than I thought, since my work unexpectedly took me back on a couple weeks ago. BUT! Expect a thread in Pimping & Previews sometime this month! By god, I'll see this through yet! I want to thank everyone for their helpful comments, I've already learned a ton (Especially about UDK) and expect to use that knowledge to make this environment awesome. See you then!
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