Author : haikai

TF2: Polycount Pack

Reply
Reply
 
Thread Tools Display Modes
Bal's Avatar
Old (#1)
Challenge is over! Here are our final shots:

Beauty Shot #1



Beauty Shot #2

Concept Sheet

Construction Sheet

Texture Sheet



Original Post :


Hey, Team TocTocToc (yeah we voted for the stupidest team name possible), composed of Funshark, GoSsS and myself, have started working on this concept:




Vague Backstory :

Our general idea is to keep the city atmosphere and setting, but transform the machine into some kind of evil alien machinery that crashed down into the city, and that is slowly consuming it, by expanding cables and pipes and random tech-stuff all over the city.

Good luck everyone!

Last edited by Bal; 11-11-2008 at 08:55 AM.. Reason: Image too big
Offline , triangle, 459 Posts, Join Date Jun 2006, Location Paris / France  
   Reply With Quote

GoSsS's Avatar
Old (#2)
Quick sketch to give a vague idea of what we want.



Cables, pipes and other stuff are not visible on this sketch because I created the machinery in its closed state.
Offline , spline, 227 Posts, Join Date Aug 2006, Location Paris / France  
   Reply With Quote

wim's Avatar
Old (#3)
nice concept so far
Offline , null, 18 Posts, Join Date Mar 2008, Location Belgium Send a message via MSN to wim Send a message via Skype™ to wim  
   Reply With Quote

garagarape's Avatar
Old (#4)
Congratulations Toc! How are Toc and Toc doing?
I've been checking Polycount site a hundred time today to have a look at you work. Good luck to the three of you. I'm sure you'll do something great. See you soon.
Offline , triangle, 320 Posts, Join Date Sep 2008, Location Kawasaki  
   Reply With Quote

M-Grafx's Avatar
Old (#5)
Pretty awesome work dude
keep up the good work

Offline , null, 3 Posts, Join Date Sep 2008,  
   Reply With Quote

GoSsS's Avatar
Old (#6)
Et zou !

First prop of the scene.
I just placed it in two UT3's maps to see it in 2 different atmospheres.

Offline , spline, 227 Posts, Join Date Aug 2006, Location Paris / France  
   Reply With Quote

killingpeople's Avatar
Old (#7)
fix those smoothing groups!
draw without greed
Offline , Moderator, 3,942 Posts, Join Date Oct 2004, Location california Send a message via ICQ to killingpeople Send a message via AIM to killingpeople Send a message via MSN to killingpeople Send a message via Yahoo to killingpeople Send a message via Skype™ to killingpeople  
   Reply With Quote

garagarape's Avatar
Old (#8)
Yeah nice! The street names are just killing it's mother
I'm looking forward to go back home (to see the lamposts that are on the way home of course). Keep lam-posting man!
Offline , triangle, 320 Posts, Join Date Sep 2008, Location Kawasaki  
   Reply With Quote

petrol's Avatar
Old (#9)
Nice work on most of that lamp post there - only problem for me apart from what killingpeople said, is that the opaque texture where the glass should be spoils it completely for me. You should really just give it some alpha lovin' and model a bulb or whatever inside it and work with dynamic lights+emissive maps to get the right effect. Concept is nice tho
Offline , line, 63 Posts, Join Date Feb 2007,  
   Reply With Quote

Bal's Avatar
Old (#10)
Thanks for the comments people! =)

Messed around trying to find some machine design, we want it to be unearthly, but not fall into the cliché random alien sci-fi stuff with clean shiny curves, which is kinda tricky.
Gonna try pushing for some strange steampunkish-tech feeling, while keeping it quite chaotic. The machine has to feel like it's gone out of control (if anyone reads Alastair Reynolds, thinking Melding Plague style).



Also started work on the side buildings. The main one of the left of the machine is gonna be some kind of library, loosely inspired by the NY public library, hopefully we'll have some modeling to show this weekend (bleh, stupid work getting in the way).


Yeah about the lamp post, having it transparent might be best, it's definitely not one of the main pieces of the environment though (depending on the final compositions), so we shall see...
Offline , triangle, 459 Posts, Join Date Jun 2006, Location Paris / France  
   Reply With Quote

garagarape's Avatar
Old (#11)
Oh! It's beautiful. erh... I mean terrific! I was just wondering if the sphere was big enough to contain all the tentacules and stuff the machine is filled with before crashing (landing?). well forget it, I'm just a little jaleous because I wouldn't be abble to draw like that. See you.
Offline , triangle, 320 Posts, Join Date Sep 2008, Location Kawasaki  
   Reply With Quote

funshark's Avatar
Old (#12)
Hi there,

Here some early concepts I've done before moving to another direction.

For the main focus of the scene, we are still trying to find the right shape with the proper explanation for it.




Last edited by funshark; 09-22-2008 at 12:48 PM..
Offline , spline, 218 Posts, Join Date Oct 2006, Location France, paris  
   Reply With Quote

Peris's Avatar
Old (#13)
very cool concepts!
Offline , polycounter, 822 Posts, Join Date May 2006, Location Stockholm  
   Reply With Quote

EricV's Avatar
Old (#14)
sweet...nice work so far
Offline , polycounter, 953 Posts, Join Date May 2008, Location Toronto, Ontario  
   Reply With Quote

garagarape's Avatar
Old (#15)
Yeah, nice! I like the sphere with paterns printed on (the drawing on the middle of your last post).
The old style machinery that follows is great too.But wouldn't a mix with Bal's last drawing work better? That's not an easy question but I'm sure you'll find a better design by mixing both drawing.
Offline , triangle, 320 Posts, Join Date Sep 2008, Location Kawasaki  
   Reply With Quote

pikmin's Avatar
Old (#16)
Great concepts!
Is that un umbrella on the last machine ? Cute
Offline , null, 3 Posts, Join Date Sep 2008,  
   Reply With Quote

GoSsS's Avatar
Old (#17)
Here is some news :



This building using a 1024x1024 diffuse, normal and spec maps.

For the moment, Bal works on the crashed vessel, Funshark ... just takes vacation (grrr :p) and I work on a fountain.

Last edited by GoSsS; 10-03-2008 at 02:50 PM..
Offline , spline, 227 Posts, Join Date Aug 2006, Location Paris / France  
   Reply With Quote

M-Grafx's Avatar
Old (#18)
Great stuff
it rock's
Offline , null, 3 Posts, Join Date Sep 2008,  
   Reply With Quote

Mangled Poly's Avatar
Old (#19)
very cool update!

A few crits:
Those columns on the bottom level are they suppose to only go halfway up the walls? The ones on all the other levels go all the way up.

The building to sidewalk transition is a bit harsh to me for some reason maybe some more grime buildup on the edge of the sidewalk?

Lastly where is this going to be in your scene? if it is one of the main buildings up close I would add some more unique detail to it. Right now it is very modular so you see a lot of repeating elements. Using items like window air conditioners, balconies with vegetation, front doors, and unique wear may help break it up.

Again I am sure you have a lot of those planned out but I thought I would suggest some in case you did not!
Lead Technical Artist / Terminal Reality

Unearthly 08
Offline , triangle, 292 Posts, Join Date Nov 2004, Location Dallas, Texas Send a message via AIM to Mangled Poly  
   Reply With Quote

GoSsS's Avatar
Old (#20)
Quote:
Those columns on the bottom level are they suppose to only go halfway up the walls? The ones on all the other levels go all the way up.
I just use this image as a reference and as you can see there is some columns that only go halfway up the wall. Probably 'cause of the arch.

http://flickr.com/photos/deanmelbour...46370/sizes/o/

Quote:
The building to sidewalk transition is a bit harsh to me for some reason maybe some more grime buildup on the edge of the sidewalk?
Yup I'll do that because as you say, the transition between the sidewalk and the building is a little bit to harsh.

Quote:
Lastly where is this going to be in your scene? if it is one of the main buildings up close I would add some more unique detail to it. Right now it is very modular so you see a lot of repeating elements. Using items like window air conditioners, balconies with vegetation, front doors, and unique wear may help break it up.
This structure will not be really close in the final image but I will add some props as you say to add more details.
But air conditioners is not possible 'cause the scene takes place in the 1900's. So probably, vegetation, front doors (as you suggested), fire stairs, blinds, rails and probably decals to add some random dirt.
Offline , spline, 227 Posts, Join Date Aug 2006, Location Paris / France  
   Reply With Quote

Mangled Poly's Avatar
Old (#21)
Cool it is looking great...

One last comment looking at your ref I would extend those half columns on the bottom floor the full length of your wsll like the ref. Its a small nitpick I know :p


Keep rocking!
Lead Technical Artist / Terminal Reality

Unearthly 08
Offline , triangle, 292 Posts, Join Date Nov 2004, Location Dallas, Texas Send a message via AIM to Mangled Poly  
   Reply With Quote

Orb's Avatar
Old (#22)
hehehe, great stuff, it is increasingly nice. I'm getting so impatient to see that all finished.
Offline , spline, 103 Posts, Join Date Sep 2008, Location Paris  
   Reply With Quote

Box's Avatar
Old (#23)
Looking good. I hope that building is broken into modular pieces :P Looking forward to seeing more.
Offline , null, 22 Posts, Join Date Jan 2007,  
   Reply With Quote

fei-rukawa's Avatar
Old (#24)
I like the logo ;)
keep up the good work
Offline , spline, 100 Posts, Join Date Oct 2008,  
   Reply With Quote

garagarape's Avatar
Old (#25)
Nice! I like the slight gradation from blue to orange on your building. Don't make us wait to much for the next post
Offline , triangle, 320 Posts, Join Date Sep 2008, Location Kawasaki  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2010 A. Risch
tracker