View Full Version : Unearthly Challenge | Team Lose | TBD
09-15-2008, 03:04 AM
We've had Jon take a look at the concepts that Julian and myself like, and he's done a quick version of his own of one of them based off our thoughts. I'll edit this post with the original/new versions as soon as we're sure we're heading down that route, consider it a reserved spot for the moment...
As I said, this is a very quick, very rough concept at the moment while we're getting to grips with what we're after. We're going for something a bit sci-fi - floaty platforms and suspended walkways over certain death, dead bodies floating past in tubes for 'recycling', cables, wires, electronics and open architecture. It's all very open at the moment, Jon is just feeling his way through it - so if anyone has any comments/suggestions then by all means feel free to throw in your 2 cents, we won't throw them back at you. Cheers.
09-15-2008, 06:57 AM
version of his own of one of them based off our thoughts
09-16-2008, 04:03 AM
Concept WIP update
Right, so we're getting there now in terms of the look we want - much darker in term of atmosphere, and a really interesting colour palette that will hopefully stand out. As Jon described when handing this over to me... "It’s going to be a Dark Cthulu-esque Machine God". Any comments appreciated. Detailed version incoming within a couple of days hopefully while we block out the space (already begun).
09-17-2008, 04:30 PM
Just a quick text update. We're looking to go all-out on this; like many of you out there we're going to be getting this into UT3 engine. Hopefully there is everything I'll need to know on the pages of ut3modding.com but if any of you recommend any better sites that would be really helpful - the less time I can spend learning a new engine the better, we've got plenty to do as it is, and the last time I touched an UnrealEd was an embarassingly long time ago :)
Apart from that, Julians having a go at the tentacle stuff in Zbrush while I go low-poly on this thing for the moment. We'll hopefully have quite a substantial amount to show by the end of this weekend: A much more refined concept, a low poly first iteration of the whole scene, and some Zbrush samples of the kind of details we're going for. I'd have liked to have this all done a bit sooner but y'know, commitments and all that... but we're generally not too worried yet. Stay tuned.
09-19-2008, 06:03 AM
So I did a load of work on the low poly last night, plus some previs on the lighting - but due to a problem with dropbox I can't get hold of it til I'm tonight to upload. I do have though a very early screentest sculpt that Julian has put together of the tentacles, which incidentally we're not going to stick with but it was good to try a few things out all the same. So despite not using this, I thought I'd post it to prove we're still alive and kicking. ;)
We've decided based on this that we'll keep the detailing to a minimum on the tentacles themselves, and have more intertwining root-like tentacles which should hopefully look quite nice (and will allow us to use minimal normal map resolution so we can use it elsewhere. I'll update later tonight.)
09-20-2008, 06:45 AM
Quick low poly WIP render with few lights / basic shaders just so you can see roughly where things go. No textures obviously. Still loads and loads to do. Taken a while to get into it but finally feel like I can get on much faster now I know where I'm going. Feel free to comment, suggestions welcome; but please bear in mind 2 things: The scales are a bit wrong at the moment, and there will be another level beneath.... Not to mention about 10x as many tubes and wires all connected to the central hub. http://img520.imageshack.us/img520/9554/lowstartedow8.jpg
09-21-2008, 02:36 PM
I'm updating what I've got done. 'fraid I didn't get as much time as I'd hoped on this thanks to 'other commitments', but I've tried to include detail across the board as far as possible to help with the actual building of the scene.
Catch up tomorrow.
09-21-2008, 05:10 PM
09-22-2008, 07:36 PM
Cool concept, cant wait to see more
09-23-2008, 03:42 AM
Thanks for the comments chaps, I know Jon will really appreciate it having put together a really stunning concept for us. As for waiting to see more, it's gone quite slowly so far as I'm finding the mass of splines and joining them all together for an interesting composition quite time consuming!
I'll be posting another WIP update later; more tubes, gigeresque walkway supports, 2nd platform in place and some other bits. It should start to look much more complete, and then we can start getting some hi-res/texture stuff in place. Only thing I can foresee being a struggle to get right is the 'squid' type unit that will be the hub of all the tubes/tentacles.
09-23-2008, 03:51 AM
Oi, get on with yer work...
Yeah, that's the shame about complex tentacle things. Real easy to paint, and a pain in the arse to actually create.
Bwa ha ha ha ha ha!!
09-23-2008, 08:00 PM
Looking good you guys, especially those tentacles! Would like to see the star shape abstracted a bit more. Definitely looking forward to how this comes out :)
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