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created [STAGE] Mortal Kombat, Bell Tower, Gannon
on 03-16-2011 10:38 PM
Hey guys, After tossing around some ideas and weighing the limitations I decided to go with the Mortal Kombat Bell tower Stage.
I plan on making it seem like it was lost in a sand storm with Sand pouring in from above and piling up inside.
Here's some of me Ref. Any and all concepts/images are property of their respective creators.

The last ones my favorite and is where I'll be pulling most of the lighting and layout from.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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kick ass idea-good luck!
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, polycounter,
1,099 Posts,
Join Date Jun 2010,
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Nice reference gather and good idea. Who made that last one that is some really nice lighting and painting technique wow.
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, polycounter,
1,215 Posts,
Join Date Oct 2006,
Location Oakland, CA.
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Sweet idea man. Get this sucka going!
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, veteran polycounter,
2,925 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Here so many nice references ! Good luck!
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, vertex,
35 Posts,
Join Date Dec 2010,
Location France
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nice wood!! 
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, polycounter,
1,099 Posts,
Join Date Jun 2010,
, polycounter,
816 Posts,
Join Date Oct 2006,
Location Nantes, France
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Some Tiles I just baked out and are modular so I can start getting this Scene Assembled.
Last edited by Gannon; 03-21-2011 at 08:39 AM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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You did no block-out of your level?
Sculpts are good, especially the wood beam, it's got a good depth.
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, polycounter,
867 Posts,
Join Date Feb 2009,
Location Belgium
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@ TeriyakiStyle I honestly don't remember who exactly did them, but I know I found the concepts on CGhub and through the googles.
@ ParoXum Thanks,  .
Nah, I'm honestly winging it and building assets as I go along HAH. I keep throwing new ideas into the mix so the ideas still evolving.
Here's the latest.

Last edited by Gannon; 03-20-2011 at 11:07 PM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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What you building this in? looks nice
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, spline,
137 Posts,
Join Date Jun 2006,
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@uk_resistant - Thanks, it's just the latest UDK build, I Just got some of the walls in place with a flat material and I'm waiting for it to finish baking. I'll post it in a bit then I'm off to bed.
UPDATE - Here's the latest, I'll finalize the camera angles and FOV once I get more assets in the scene.
I'm doing some material research instead of modeling most of my assets so it's slowing the process down a little but I'll be done by the deadline for sure.

Last edited by Gannon; 03-23-2011 at 12:42 AM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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I'm looking forward to seeing how this turns out.
Going by your reference and concepts it might end up being quite a dramatic scene.
Good luck!
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, veteran polycounter,
2,520 Posts,
Join Date Feb 2009,
Location Hawaii
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Looks good. I feel like the floor tiles would fall through the supports. They are too small. That's just my opinion. Otherwise it's looking nice so far.
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, veteran polycounter,
2,925 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Ah cool.
Im pretty new to the UDK really and I understand that the way you'd build a scene would be with brushes and static meshes - is that how you have done that?
I wanted to do my scene in UDK but I wasnt sure if it was worth the maya-> UDK-> working out how to do things cycle would be worth it.
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, spline,
137 Posts,
Join Date Jun 2006,
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@Ben Apuna - Thanks; I'm just taking it one step at a time and treating this as a big learning experience.
@Jeffro - Thanks, yeah I agree. I need to stick some more planks of wood under them help push the layers of construction ie Tiles > Planks > Beams.
I plan on using some large rope strings hanging over and around some of the wood to give it some more depth as well.
@uk_resistant - Yeah for the most part. There isn't any Brushes in my scene just yet other then ones set for collision on the floor. Most of the objects are static meshes created through Maya and imported in as .FBX files that I assemble kinda like a big lego set.
The cycles pretty similar to other engines, at least with the ones I'm familiar with using.
More models and hopefully the rest of the scene block out this weekend.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Winging it seems to be working great, I what you have so far. Nice work!
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, Polycount.com Editor,
13,912 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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FUck me sideways. This will be awesome. Should add some more meshes under the floor to add an extra element. Will work wonders. Maybe some dimmed down / darker brickwork?
I'm feeling the lighting style.
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, card carrying polycounter,
2,043 Posts,
Join Date May 2006,
Location Stockholm, Sweden
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@ Mark Dygert - Thanks
@ Wahlgren - Yeah, I've already thrown in some more planks to beef up the layers of construction, I'm also going to use some vertex painting to get some color variation in my tiles. Everything's super basic at the moment while I lay out the scene.
I may potentially do a second level of the bell tower pending time permits. I need to get the structural assets finished up first though.
So...
I need some outside opinions. I really like both, but I'm torn so I'll leave it up to you guys.
Uploaded with ImageShack.us

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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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A
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, veteran polycounter,
2,925 Posts,
Join Date Oct 2004,
Location Orlando, FL
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I'm voting A
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, spline,
195 Posts,
Join Date Mar 2008,
Location Haverhill, MA
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A
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, triangle,
346 Posts,
Join Date Jul 2010,
Location Huntsville, AL
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looks cool, but doesn't really make sense to have random tiles placed on random wooden beams without anything holding them together. Not saying this has to be structurally realistic, just the first thing that pops at me is, who would build stone tiles on top of poorly placed wooden beams?? right now your beam placement reminds me of the windows screensaver that has pipes going everywhere.
maybe some sorta structure layer between the wooden beams and stone tiles? some wooden bell tower ref might give some good ref.
http://www.thebrooklynnomad.com/wp-c...2-1024x768.jpg
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, polycounter,
1,262 Posts,
Join Date Dec 2005,
Location Dallas
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Yea the wood and tiles could work with a little more logic but I wouldn't go crazy trying to make it perfectly plausible. A few brackets could help the realism and add some interesting details? Also there could be some kind of subflooring placed between the beams and the tiles, again maybe another chance to add some detail while providing plausibility? I would only really do it to enhance the scene not to explain how it all holds together, after all parts of it have fallen away...
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, Polycount.com Editor,
13,912 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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