View Full Version : TRON - SCENE - Joshua Stubbles
11-10-2010, 10:00 AM
Starting clobbering some ideas together last night. I'll try to get something up here after work this evening.
11-14-2010, 09:12 PM
A small bit of the large concept painting. it's all WIP as I block shit out, but I felt bad not showing something. I'll try to finish the rest of the concept and post tomorrow.
11-15-2010, 10:43 PM
udpate on the concept. I'll be doing a color comp on it as well, but this is a rough idea for what I had in mind.
I haven't seen Tron for like 22yrs, so I'm just tossin' shit out there.
The big fuckers in the background are what I'm calling grid writers. Their job is to expand the grid. They're huge. The light rail system is used to transport old and/or derezzed code and programs to the disposal area, essentially the wasteland.
11-17-2010, 05:08 PM
SLICK DICK! I really hope you get a chance to finish this. This is looking dope!
11-17-2010, 10:24 PM
this is looking really interesting, throw some shapes!
11-20-2010, 02:55 PM
I think the writers looks pretty nice. Are they floating or at they some large industrial type machine just laying down grid everywhere? That is a unique idea and I'm with the others on this. Awesome.
11-20-2010, 06:09 PM
Zerogun, the grid writers are like big, lumbering factories in a way. They just plug along slowly, writing new grid for the system expansion.
Got the color comp about as far as I want to take it. Feel free to critique it. Some things will definitely change along the way. Colors might not even be final (like the orange - was just playin' around). I need to get started on the scene though. =\
11-20-2010, 06:11 PM
I LOVE the concept of grid writers. Looking forward to seeing this scene finished!
11-21-2010, 04:37 AM
Great concept art - looking forward to seeing this in 3D!
11-21-2010, 07:03 PM
awesome. Just awesome. I am keen to see where this goes. Great work.
12-05-2010, 10:31 PM
damnn! sick concept! You still working on this? :thumbup::thumbup:
12-07-2010, 11:47 PM
Sorry for the lack of updates. I haven't had much time to do anything as work has been hectic.
I've just been roughing in geometry to get a sense of scene scale. This weekend I should have time to create the real assets.
Just a super WIP of the roughing out stage.
12-07-2010, 11:55 PM
THe concept looks really cool !
I hope that you'll find some time to finish this scene.
Your rough looks good so far.
12-08-2010, 01:53 PM
HAHAHAHA That is awesome. I love it.
12-08-2010, 05:24 PM
Great Concept. Love seeing the progress from idea to finished concept painting and all over again in 3D. Keep it up and cannot wait to see the finished 3d Render.
12-08-2010, 08:51 PM
Rough geo is in now. I'll have to adjust some of the background elements and grid, in order to get the scale correct to the comp. The distant bg will just be a matte painting.
Once I get the scale entirely nailed with all this place holder geo, I'll start working on the real assets for it.
Here's the rough geo block:
12-13-2010, 03:26 AM
loving it man! keep it up!
12-13-2010, 01:20 PM
12-13-2010, 10:15 PM
12-14-2010, 01:36 AM
Another small update:
The matte painting is just ripped from the concept right now, so it's not indiciative of final quality. Everything else is still very WIP.
12-15-2010, 12:51 AM
Still messing with everything, all content still very WIP.
This looks pretty awesome man. Curious how you are going to tackle the sky. Keep it up!
12-15-2010, 09:42 PM
Thanks Cody! For the sky I think I'll just be relying mostly on the matte painting, since it's going to eat up most my texture res (1024x256). I'll also be adding some alpha effects stuff for clouds or fog that are closer to the foreground.
Here's another small update.
12-16-2010, 04:22 PM
Great work, now I just want to see what final pic you will provide :D
Really promising so far !
12-16-2010, 07:38 PM
Looking spectacular so far vass... I really dig how balanced everything is coming.
12-20-2010, 09:42 PM
Did some work on a few of the writers and did some texture/mesh changes to the grid. Matte still untouched, FX still wip. Need to finish th writers tonight then move on to the guard tower.
12-20-2010, 10:56 PM
Real clean and realistic feel to everything.I dont know if there called particle effects or if things are scripted in .....what is it max your useing.....anyways maybe a light zooming around on the floor would be nice.I dont really know much about tron i was small when it came out.I guess thats probally something down the road though for you like little add ons like that.Thought id toss something out there.Looks nice.
12-21-2010, 12:19 AM
Yeah, I'll definitely be having some animation on the grid for the bonus bit :)
Here's the mesh for the 3-man light jet:
12-21-2010, 11:29 PM
roughing out the light jet lines.
12-22-2010, 01:02 AM
12-22-2010, 10:02 AM
Cool plane, can't wait to see everything together!
12-23-2010, 04:07 PM
about 98% done
12-23-2010, 06:35 PM
Super awesome man. Love it. I just wanna see everything bigger now and put together.
12-23-2010, 09:19 PM
Watched a movie then came back to finish that last 2%, heh. Lightjet is done :)
12-23-2010, 10:53 PM
Looks great. Did you get some good reference for the plane or is it just from memory of the movie?
12-23-2010, 11:14 PM
Yeppers! it's based on this image:
12-24-2010, 12:46 AM
A little Recognizer action:
I'm going to change the mesh of the passenger cabin just a bit, but this is pretty much it.
Okay, made the changes (254 tris now):
12-24-2010, 07:57 AM
So want to see some light cycle action in here :) Excellent stuff Josh. Makes me want to do some tron stuff haha.
12-24-2010, 08:58 AM
Coming along nicely Mr. Stubbles!
12-24-2010, 10:15 AM
Finished the UV's on the recognizer right now. Going to see Tron again in a few hours. Hopefully that and the OST will give me the final push I need to finish this by the deadline. :)
12-24-2010, 11:47 AM
Started in on the panel and glow lines this morning:
12-24-2010, 12:44 PM
getting ready to head to the theatre. Here's a little pew pew:
12-24-2010, 11:09 PM
Finished the panel lines and glow placement. Need to work on the shading now.
12-25-2010, 02:38 AM
Not 100% where I'd like it to be, but I can't waste anymore time on it, so I'm calling it done.
12-25-2010, 04:08 AM
This scene is going to town!, just awsome :) No real critiscism except for the orange light on top of the thing, can't really read where thats coming from.
by the way did you add those glow pieces around the white lights trough an alpha mapped plane? Or is it just a litle bit of PS magic:)?
12-25-2010, 10:07 AM
The glow on the top was just a generic glassy-esque finish. That area is the pilot station, but I can't find a single photo of what it looks like (which isn't low res). Some photos have the very top part solid metal (with only the front and back open) while some don't. Others show no lighting at all from the windows. I downloaded the 1080p trailer to look at it, since it shows some lighting in there, but it only shows it from an up angle, which doesn't help much =\. If I have time I'll try to revisit it again. Thanks for pointing it out though! :D
The engine exhaust is part of the model, yeah. Each exhaust bit is a single triangle. The only "post" effect here is some of the glow that extends past the mesh boundaries.
12-25-2010, 01:19 PM
Started in on the matte painting, still a long ways to go:
12-25-2010, 03:13 PM
Finished up the matte. Still might tweak some things as I add the final effects and stuff to the scene. Overall, the scene is maybe 75% there. Still need to texture the writers, finish the wall and model/texture the guard tower :E
and the actual matte texture:
12-25-2010, 04:58 PM
Ahhh okay, found a good shot (finally) of the pilot area on the Recognizer:
I'll make the changes once I'm done with the scene.
12-25-2010, 05:36 PM
Nice matte, its on my endless "to learn" list:poly124:, can't wait to see this done to be honest seems like everything is coming together nicely.
And thumbs up for finding that reference, once you notice something doesn't look right it just keeps drawing your eye to it doesn't it:poly142:
Good luck with finishing it up:thumbup:
12-26-2010, 01:58 AM
yeah the matte painting stuff is really just painting like a texture. I mean it's a little different, since it's very back > front oriented, but still the same in general.
I'll definitely have to tweak the Recognizer after I'm done with the other stuff.
Finished the mesh for the guard tower, working on the UVs now.
12-26-2010, 02:17 AM
wow man this is looking mega ace.. good luck with your final entry :)
12-26-2010, 01:53 PM
@Jmiles - thanks duder! hoping I'll get it all done in time.
Here's some WIP on the tower:
12-26-2010, 06:40 PM
Tower is as far as I'm taking it. Not completely happy with it, but meh =\
12-27-2010, 12:01 AM
Base scene is complete, 1023 triangles!
Need to get the ships in there are mock em up now.
12-27-2010, 12:31 AM
not the final game shot, but just wanted to see the shit all together in the scene:
12-27-2010, 12:58 AM
Wow, that is really well done. Two vehicles and a scene, that is a good amount of work there, well executed as well. Good job.
12-27-2010, 04:22 AM
The env on this is moody as hell. Love it. The texture is a bit dark even on my calibrated monitor for the orange flyer. I love it all the same.
12-27-2010, 07:54 AM
Thanks a lot poop!
I really hate this monitor (Samsung BX2440). My Acer (which pwned) died a few months ago and I had to buy this P.O.S. which has shitty viewing angle that changes entirely from a perfect straight-back sitting to a slight slouch. Really pain in the ass. If I can swing it I need to pick up one of those Dell IPS monitors.
I'll be sure to revisit the Recognizer texture tonight before submitting the scene. There's something I want to fix on it anyways, so I'll brighten it up some while I'm at it.
12-27-2010, 02:35 PM
Re-worked the Recognizer a bit. Made the base texture a bit brighter (about 25% moreso) , adjusted the pilot area and also shuffled some UV space and optimized tris to squeeze in two decal floaters for the text and emblem. I think it was worth it. Tri count is 256 exactly.
12-27-2010, 03:31 PM
Liking that new texture Josh! Yeah got me one of those Dell IPS 24 inch. hurt my wallet but so good.
12-27-2010, 07:29 PM
Still working on the in-game mock up shot and the bonus animation. But here are the other submission images:
TEXTURE (cross hatch on bottom left is unused space)
12-27-2010, 11:08 PM
Won't be able to get my animation done in time (sad face) but I will still do it and post it.
This came out amazing. Great job dude! The texturing on the recognizer is just top notch!
12-28-2010, 01:14 AM
Agreed! When I first saw you working your concept up, I thought you were going for a full painted concept art scene. Your transitioning from concept to final product is amazing.
Looks like alot of alpha channals? I havn't figured out how to do those with maya 2009 and have been avoiding them for this project myself...
The only thing I liked more about the concept was the circular toobing with the light going through, they arn't circles anymore :( I think I prefered it the other way.
Good job at tossing the jet fighter vehichle in last minute! Looks impressive considering you had no initial post or concept of adding that in. I would love to see a grey mesh with wire on that vehichle, and maybe even the texture layed out. :)
Anyways, Great final product man! "Cheers"
12-28-2010, 06:49 AM
Looks great. What's your plan for the animation - a combat scene or a fly-through?
12-28-2010, 07:28 AM
Thanks for the comments and feedback everyone. Was a fun project! So many great entries in the competition, it was nice to see everyone's work in the Tron universe. Congrats too all of you who finished!
@jonny - yeah I agree man, I like the circle rings on the rail system as well. I just didn't have the geometry to do that :( I posted the grey mesh for the light fighter and recognizer in this thread (previous page) but I'll post some larger ones tonight. I also show the light jet texture in the texture sheet image (lightjet and recognizer are on far right). I can post the original 512x512's though.
@conor - I was planning on doing some combat flying action. But I wasted a lot of time yesterday trying to figure out how best to do the light ribbon coming out of the lightjet so I just ran out of time. :(
12-28-2010, 07:47 AM
Okay screw it, I have some free time right now. I kept the shading on the textures very simple (using the pencil tool at 5% opacity) so to have a very rough feeling.
Guard tower texture:
12-28-2010, 09:59 AM
Wow mate, that's a really cool piece you got there. Great job!
12-28-2010, 11:11 AM
wow Josh, this came out AWESOME. really came together, looks great.
Thumbs up. This is the bees knees.
12-29-2010, 07:15 PM
Did you get your light ribbons working? I'm doing them in 3ds Max by linking two helper points to the back of the vehicle, converting their animation trajectories into splines, then making a ruled nurbs surface between the splines. Then you just have to animate the UVs to get the texture to emerge out of the back of the vehicle.
12-29-2010, 08:11 PM
Got it, thanks! I'll give that a shot.
12-29-2010, 10:04 PM
I'm having issues trying to animate the alpha mask, conor. Any suggestions?
12-29-2010, 10:43 PM
Use a really long texture - say 5000 x 200 pixels. The left half is completely transparent. Half way through you have the start of the light trail which fades off to the right. Apply this texture onto your nurbs object - it will already have suitable UVs. Now open the UV editor and slide the UVs left and right and you'll see how you can make them line up with the aircraft. It works so long as the camera stays fairly tight in on the vehicle - if you zoom out too far you'll see the repeat in the texture.
12-29-2010, 11:19 PM
Ah right on man, thanks. Yeah that was pretty similar to what I was already trying to do with gradient ramps. But using the texture like this gets rid of the wonky banding I was seeing before.
01-01-2011, 08:00 PM
Love your texturing, looking really great so far.
01-13-2011, 08:55 PM
How's that animation coming along? I hope you haven't given up!
01-14-2011, 05:43 PM
I'm not giving up on it, just haven't had the time. Extra hours at work and games have been distracting :P
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