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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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Unearthly Challenge | oreokooky | Are we there yet? -
09-21-2008, 10:47 PM
Hello. :]
It's my first time entering a competition like this, so I'm pretty nervous looking at the entries so far but it's a learning experience, so here we go...
Concept that I'll be working from:
I think I'll be going more with lighting kinda like this:

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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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09-23-2008, 01:31 AM
So.... I need to learn how to light better.
Anyway, I was just messing around a little bit in the engine... my progress is going pretty slowly, but here is an embarassing update. This is just a rush pass on most of the textures. I just wanted to get something in the engine to play around with. Wish I had more time to work........
And me screwing around in unreal3 engine:
I'll be doing more modeling to this building thing later.. like adding support beams for that massive overhang. I just wanted to get something into the engine to see how it looks. I haven't made any normal maps for it yet, aside from the quick dirt texture, the trash can and that garage door thing.
If there is any constructive criticism to give even at this early of a stage, please... gimme!
Thank you in advance. 
Last edited by oreokooky; 09-23-2008 at 01:33 AM.
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veteran polycounter
Posts: 3,060
Join Date: Oct 2004
Location: Melbourne, Australia
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09-23-2008, 01:39 AM
Looks to be coming along quite well thus far. Where does the evil come in?
Only other crit that's worth mentioning at this stage is that the dirt around the base of th walls is a little repetitious.
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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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09-23-2008, 08:39 AM
Thank you for the reply!
To be honest, I'm not all too sure how I'm gonna make it look more evil. I want to do something more than just the cliche bloodsplatter everywhere. I was going to destroy the building and make it look abandoned but I'm not sure if that's going to be enough... so.. I'm a little stuck.
Right now, I have that dirt/grim at the base of the walls on the actual texture itself but I was planning on taking it out and making it a decal instead.. same as the blue-ish stripes at the top. I'll keep in mind to make it less tiling when I do that. Thank you so much for the crit. 
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line
Posts: 63
Join Date: Feb 2007
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09-23-2008, 09:02 AM
Seeing as you're already doing the post-apoc look, you could do plenty with it. How about making it like fortified, perhaps something along the lines of the 'base' in mad max 2. You know, loads of barbed wire everywhere, with loads of scrap metal holding stuff together (other buildings, gates etc). Think 'land pirates' and you might get what I mean.
Or perhaps a ruined power plant in the distance, with crazy scribblings all over your walls to depict some nasty nuclear accident that has sent people into a frenzy. Seriously there are no limits to the rules really so just find an idea you like and go for it, just make sure theres evil in there.
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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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10-07-2008, 07:51 PM
So... here's a tiny update.
It's kinda a mess... need to fix the UV's on a lot of stuff, but i figured i should post an update to show that i'm not dead...

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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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10-12-2008, 03:58 PM
Modeling update...

I think it's time to break stuff now... tearing holes in the fence, breaking rungs in that ladder, ripping the flags...
I guess it's still a little early for critiques, but if there are any, please post.
Here's a paintover of my last post to get a feel for what I'm trying to achieve:

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triangle
Posts: 292
Join Date: Nov 2004
Location: Dallas, Texas
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10-12-2008, 08:06 PM
very nice paint over!!!
My only crit is you seem to have a lot of dead space in here such as the dirt in the lower left and sky. I would add elements maybe like a nice broken road and cell towers. You have a very nice touch of detail on that building though an is looking awesome!
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null
Posts: 14
Join Date: Feb 2008
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10-17-2008, 04:35 PM
I agree with mangled poly, It needs some sort of road or something. Otherwise how did people get to it when it was functional. Maybe have a sign like route 666 (if evil) or XX miles to heaven/graceland or something (if good). Also your building's sign should say "EA_ A_ _OE'S", just something very esoteric. (BTW this is David in case you haven't noticed)
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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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10-18-2008, 02:56 PM
Thank you very much for the critiques. 
I threw in some placeholder assets and changed my sign. I think I'll keep the sign like that..
Anyway, here's my update.
I'll be updating the texture on that sign later.
Also those random poles will be telephone poles later.. and I'll be adding in a hanging traffic light somewhere in there too in the distance.
I think I'll be putting a communication tower somewhere too.. and some oil rig thingies...
Last edited by oreokooky; 10-18-2008 at 03:09 PM.
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line
Posts: 80
Join Date: Sep 2008
Location: Salt Lake City
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10-18-2008, 04:03 PM
Wow! Awesome work dude!
"Like a trooper, the carpenter sharpens his own tools." Miyamoto Musashi
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spline
Posts: 172
Join Date: Sep 2008
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10-25-2008, 01:30 PM
this actually came out pretty nicely im just wondering what your 2nd shot is going to look like
Last edited by Thefirston; 10-29-2008 at 12:50 AM.
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line
Posts: 75
Join Date: Feb 2007
Location: Dallas TX
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10-27-2008, 10:01 PM
nice mood, angles, comp and lighting!. just feels empty to me, and whats there could use more detail IMO. great work! this should turn out nice.
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triangle
Posts: 302
Join Date: Oct 2006
Location: Dallas, TX
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10-27-2008, 10:58 PM
Needs trash laying around
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triangle
Posts: 340
Join Date: Jun 2008
Location: Chandler, AZ
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10-27-2008, 11:06 PM
Lookin good. The flatness does need to be broken up though. Keep on rollin with it. 
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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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10-31-2008, 01:21 PM
Thank you for the comments everyone. 
I'm still trying to figure out what I'll do with the 2nd shot.. I have no idea what I'll do. 
I added in more... stuff... to try to make it not look as empty. I might be adding in more later.. thanks for the suggestion, Graff Pirate. 
I will definitely be putting in some trash, thank you for the suggestion Zephir. 
I also messed with the terrain a little bit to break up the flatness, thanks imb3nt.
So.. I started texturing up some stuff........
Here's what I have now:
I'm not sure if I"ll keep it like this....
I still need to add in the wire inbetween the telephone poles..
Those oil pumpjack things that you see in the far back.. I might bring some up closer to the camera too and clutter up the left side...................... I dunno.
What do you guys think?
Last edited by oreokooky; 10-31-2008 at 01:34 PM.
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triangle
Posts: 302
Join Date: Oct 2006
Location: Dallas, TX
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10-31-2008, 01:50 PM
polycount posted twice?
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triangle
Posts: 302
Join Date: Oct 2006
Location: Dallas, TX
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10-31-2008, 01:50 PM
Just throwing out some pimping ideas for the final shot, here's a real quick paintover:
Basically, old photograph style with the photographers shadow showing, and a monster's shadow sneaking up behind him 
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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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10-31-2008, 02:04 PM
Actually, I got a suggestion about making it look like you're looking through the windshield of a car...
Hopefully I'll be able to get around to that 'cuz I really liked the idea of the windshield/dashboard.. it'd give me opportunity to get in more foreground stuff... and it could also give me a lightsource from the headlights. 
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triangle
Posts: 302
Join Date: Oct 2006
Location: Dallas, TX
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10-31-2008, 02:28 PM
Hey that's a pretty good one too  Can't wait to see it finished
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line
Posts: 75
Join Date: Feb 2007
Location: Dallas TX
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11-03-2008, 07:59 PM
o man! those shadows added a whole new level of creepyness. gives me the itch to play left for dead.
background detail is great too. the left side feels a little empty to me. excellent work!
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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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11-03-2008, 09:04 PM
Quote:
Originally Posted by Graff Pirate
o man! those shadows added a whole new level of creepyness. gives me the itch to play left for dead.
background detail is great too. the left side feels a little empty to me. excellent work!
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Yeah, I agree with you. I was going to put some more of those oil pumpjacks on the left side in the far distance. Or maybe something else.. I dunno yet. Thanks for the critique, Graff Pirate!
And I still need to add in some wires between the telephone poles. And finish those gas pumps.. and put in some plant life....
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spline
Posts: 114
Join Date: Aug 2007
Location: San Diego
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11-06-2008, 01:26 AM
go Naree wooo!
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vertex
Posts: 30
Join Date: Jan 2008
Location: Valencia, Ca
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11-06-2008, 05:54 PM
I changed it around some more... dunno if i like it or not....
Adding in telephone wires right now...
And... some assets....

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dedicated polycounter
Posts: 1,797
Join Date: Oct 2004
Location: Leominster, MA
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11-06-2008, 07:31 PM
Reminds me of Silent Hill, really nice work.
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