Hey everyone....well originally it was gonna be me and a team member but he got really busy last minute with some important things so it looks like its up to me to carry this along!
THE ORIGINALThe idea:
It has been some time later, Cyrax still unable to leave the desert due to his previous commands has broken down due to the harsh elements of the desert...set in a alternate destroyed UK Time line...cyrax has broken down and his power core has sprouted new life in this once harsh environment
The challenge:
Engaging Large scale desert, Sand stroms blowing, Big Ben Crackingly apart, oasis easter egg...Toasty?
The New vision
This competition ends on my birthday exactly so lets rock! I wanna party that day for good reasons!Im hoping time permits this month to do this.
Replies
Best of luck, dude!
mainly the point brought up even if this is a alternate destroyed wasteland/madmax destroyed UK I dont have any evidence of such asside from 1 building...I was then suggested to make a combination of 2 stages to be 1 mega awesome stage
So taking the original ideas of the desert stage and combining it with this!
ORIGINAL
Earth Realm city!:
To create a new destroyed waste land city
Here is were the new direction is aiming towards (note This was my buddys paint over and I have yet to paint a pretty version of this yet.)
So With these ideas in mind I decided to borrow some elements from film that was out recently
Desert/destroyed City Ref
so with these new concepts//practices in mind I have started a rough blockout to start testing for unreal. (All super early I need to actually sculpt proper terrain etc..all out of max block outs!)
BLOCKOUTS
Full ring
Focal Points
Proper Player Sizes
A break down of how I will approach this for models:
Asset List:
Modular foreground Tiles
Modular Middle Fillar Foreground tile (polycount face)
Base Sand shapes (rough sculpt +decimation to paint upon)
Sand dunes/spikes 1
Sand dunes/spikes 2
Sand dunes/spikes 3
Big ben (Focal Point!)
Desert Palm 1
Desert palm variant 2
Desert bush
Modular Road/destroyed road
Bridge
Destroyed building 6 stories tall
Destroyed building 12 stories tall
Destroyed building Rebars (inner building gutts) (6 stories?)
Cyrax Mask
Cyrax Arm
Cyrax Torso
Rocks 1
Rocks 2
Rocks 3
Well Im crunched on my time for both this comp' and real life...so lets hope I can nail this down. Thanks everyone!
But anyway Im keeping the dream alive! Here is a advanced blockout of what im thinking!
Gonna start brining this into unreal and working some lighting magic on it soon!
Then off to actual sculpting of the terrain base and the 1st pass of modeling!
Additional Ref
I was told near big ben is a big ass ferris wheel...felt like a good way to handle the blank space on the right side
Blockouts!:
GET OVER HERE!
Are you doing this with UDK? 'cause now I think would be a perfect time to transfer the blockout there. Your terrain is pretty smooth so unreal terrain will fit you perfectly. a 3d motive tut even shows how to make a terrain scene which has similar mood with yours. And then you just stick a couple of building in the sand and voila!:)
damn even I'm excited imagining it. Kick it's ass, man!
Time to make some awesome soon! Dark skies and moving clouds baby!
Anyway
Progress!!
Probably gonna start the foreground tiles first.
And a quick bake!
CHOCOLATE!
I'll toss this into unreal a bit later...kinda tired now :S
Oh also fixed the crazy camera shit
NEW CAMERA!
TILES!!!
I will toss a screen from unreal in a bit!
Trying to get all the foreground elements out of the way today if I can.
Da Goods
EDIT:I made some additional love to the ground with some bump offsets to not make it feel so flatsy
Fixes!
Other than that looks awesome
Back ground is very well done
anyway I got textures rolling for the evening...semi productive day today...now to do the one thing I was avoiding....
trees..... bleh
MORE GOOD LESS BAD
PS: nice progress my brother from another mother.
Btw, i don't know if you've sean it, this is a great thred about making sand tile better.. http://www.polycount.com/forum/showthread.php?p=1326628
I would like to toy with DX 11 stuff but my pc isnt up to spec to goof with that..and im kinda aiming on a scene that will run real time on current gen systems...not ps4 and xbox 720
And with some current tests ive done at work...I think DX 11 based terrain is neat...but still not 100 % there in my opinion..my methods of mesh driven vertex painting will ultimately give me the same results faster
Anyway I plan on working on this level in zones, right now I was working on the foreground elements..next will be mid ground (tree's and cyrax bits)
Sand will be one of the last things along with big ben I will be doing on this since both are equally as important and require the most trouble shooting to look right
Anyway enough small violen talk
Updated the lighting, tweaked the textures, and relayed out the foreground stones to feel more proper based on there scale!
more updates are coming soon!
NEW STUFFS!
Dat Palms!
where is Cyrax?? ))
well a piece of him anyway ._.
anyway gonna make his arm and then bake these guys out and place in the scene
debating about his torso being in the water...show his power core still glowing in the oasis pool....
So much to do such little time
hung over update!
Da head
Even though it's coming along, I must say that so far I like the original concept better, so I took liberty of pointing out what I, think, made it better:
1. Right now the lighting is too contrasty and hardly looks like an overcast day. In fact it's dark enough to hide some nice parts of the scene altogether and I doubt you want that.
2. The whole scene is greenish right now, which is not the color you'd commonly find in a desert. The original has very strong yellow and blue and they work great. Brownish or reddish or any sort of a dusty tint would probably work better here.
3. Looks like you've moved your sun out of the frame, which might not be the best move, because, as seen in the concept, the sun gave the scene a nice bright focal point that your eyes are drawn to, while now your eyes are getting pretty much lost.
4. It's obvious that a lot of stuff is still very wip, but a good skydome could help the scene quite a bit. Something with a nice cloud pattern and juicy contrast places(like in the concept).:)
5. If you break your image into thirds it seems that all your details are carefully placed around the most central part. Which is an odd choice for composition. If you give it 2/3 sky 1/3 ground as in the concept it won't be so obvious and might actually save a bit of work since making an interesting skydome is easier the making the dunes in the center look as interesting. But who nows, if you tilt the big ben more or move it around a little bit to eliminate that empty space to the left then the composition might still work.
Anyway, don't mean to sound rude, you're way ahead of me, man, and I wish you the best of luck in getting this as kickass as it gets!
cheers!
well man I took ALOT of what you said and applied it for my next update...did a few things this time around
first off changed the camera to be the rule of thirds as you suggested...unfortunately I can not really stick with my ORIGINAL concept that was just 1 building and no others, mainly because the guys at nether-realm called me on it ..so its why I have been doing concept 2 to this point. But all the other feedback you gave I agree and will be placing into effect soon!
My lighting I will touch in a more final pass once I get the last bit of 3D in this scene
All thats left are the Ferris wheel , sand dune spikes , the actual sand on the floor itself And then big ben. And a PROPER sky dome with the sky in the center like you suggested (My skydome is STILL temp)
What I did today was
*change camera
*Modeled + textured destroyed buildings 1 + 2
*Modeled + textured Bridge (which after I put in the scene I realized was a giant waste of time lol)
*Added in TEMP water shader for oasis (I grabbed the one from the GDC tech demo, but I want to alter it to fit for my needs...but luckly its all just 1 texture rolling into it so editing it is easy!)
Da Changes!
have a quick depth bias node on them to make them blend better with the sand....last 2 things I need to model geo wise are the big ben tower and the actual sand itself.
after that its all materials and VFX stuff
almost there!
Also havent textured the sand dune rocks yet so dont worry
what he said.
Im working on big ben but the pieces are chunk by chunk...wont make sense till I post them all so hold tight just a bit longer pwease!
RAWKS!
STILL WORKING ON IT!
keep rocking boyo !
more progress..hoping to have big ben modeled out asap so I can bake and do unreal magic already!!!
MakeDaMagic
And yeah, Unreal magic is very important and you've got to have time for that!:) good luck!
ok guys im going into remi rage super duper crunch mode, im hoping to get this all finished
Anyway enough of that A UPDATE!
Rage-update!
why did I think modeling big ben was a good idea?
oh yeah one other thing.......
hitting near the home stretch, things I still need to do
Fix sand up more (still not 100 % with the blends yet
New sky dome//proper skybox
BRAND NEW LIGHTING
and lets not forget.........da secret
Good job.