View Full Version : UGAC - Master Chamber - Ghostscape
Ghostscape 07-14-2006, 03:41 PM Title - Silo
Genre - Futuristic Third Person Action
Decription - Optic Nerve has come a long way, and he's still looking for answers. Answers as to who wants him dead, and why. He's trailed his stalker to an abandoned Missile Silo out in the wastelands of Arizona. He doesn't know what waits inside the derelict silo, but in the eerie glow of the silo, he knows he'll find his answers.
The location is the inside of an abandoned Missile Silo, in the tube itself. Poorly lit and dating back to the cold war, the scene is set for an ominous meeting with a shadowy figure and ultimately a battle between the protagonist and the one who lives in the silo.
I'll post concept art and photo ref when I get back from work late tonight.
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Ghostscape
07-14-2006, 03:42 PM
RESERVED FOR COOL KIDS
Holding the second post since that's what all the cool kids are doing nowadays because editing the first post is lame or something :rolleyes:
obelisk
07-15-2006, 12:43 PM
Holding the second post since that's what all the cool kids are doing nowadays because editing the first post is lame or something :rolleyes:
Can't help wondering if that has something to do with NOT having a thread with 0 replies.
Nice concept. Looking forward to developments.
-O
Ghostscape
07-16-2006, 06:16 AM
Quick Concept:
http://img96.imageshack.us/img96/779/siloconceptgm8.jpg
I blocked it out in 3ds max really quickly to get an idea of what I'm actually going to model. Rather than following the actual design of a titan missile base, I'm changing it around a bit so that the control room actually looks out onto the missile itself, but the window has long since broken out. The scene includes part of the missile launch tube itself, accessible through the broken window, and two storage rooms with stairs leading up on either side of the control room. The stairs and the top and bottom of the missile launch tube will probably fade to black, as the overall look I'm going for is a dark, creepy tone with decades-old equipment.
HellBoy
07-16-2006, 10:03 PM
This reminds me of one of the missions in the Rainbow Six series. Can't remember which series it is
Auctane
07-17-2006, 03:03 AM
I think I am going to sleep under a white sheet tonight. I really hope there aren't any abandoned silos with missiles still in them. :D
Seriously though, I think if you remove the missile it could increase the fun of the fight in the silo, but you may start to run into the same issue as me of too big for 20k. Maybe if you change the theme to 'about to launch' you could do some cool stuff with smoke and steam and really play with the lighting. Just some ideas for you.
Ghostscape
07-17-2006, 04:16 AM
My penultimate goal is to create Optic Nerve and have him meet someone inside here, and then have some brief cinematic stuff happen. I've thought about scenarios where the missile launches and hero escapes the silo as it goes up in flame (actual Titan Missile Bases do not look quite like this, as this design is a bit prone to breakage and incinerating the launch crew).
I went to the Titan Missile Museum outside of Tucson, Arizona a while back and took a ton of pictures. It's decommissioned (they had to cut up the missile and lay it outside for 30 days so the Russians could photograph it with satellites :D and the door is also cut up and blocked so it can't open/close all the way, and there is big window over the hole so you can look down into the silo,) but it is wicked cool. The entire bunker is hung on giant springs, so in the event of an earthquake the launch center and stuff will absorb the shock. It is totally cool, they have springs the size of a man and apparently the entire control room can bounce up or down 6 inches.
I'm blocking in the environment tonight and then I'll start modelling props for it and doing some texture work tommorow.
Ghostscape
07-17-2006, 05:34 AM
Finished blocking it out.
http://img146.imageshack.us/img146/103/crampedhl7.jpg
Ghostscape
07-17-2006, 10:18 AM
Crates!
Not finished with the wooden one, I'm not happy with it yet.
http://img83.imageshack.us/img83/7923/cratesye3.jpg
System404
07-17-2006, 01:45 PM
Those crates are looking really good. I think it would be cool to have some of the lettering peeled/rubbed off the wooden ones.
Ghostscape
07-17-2006, 09:05 PM
Yeah, it was about 5:30 in the morning so I didn't finish the texture yet, I'm not liking how I have the wood panelling set up right now, so I'm thinking about redoing the panelling. It hasn't been properly dirtied and detailed yet, especially compared to my cardboard box.
You'll Welcome Death!
Auctane
07-17-2006, 10:09 PM
that is awesome you got to check one out. I want to take the NORAD tour some time. your block out is looking good. I think I smell a cheat though, is that the same mesh you used for the 12 sided box mini challenge?
Ghostscape
07-18-2006, 01:49 AM
yes, the cardboard box is a remix of my box from the MGAC. I'll probably change it more later.
Ghostscape
07-19-2006, 12:42 AM
Props:
http://img106.imageshack.us/img106/3987/propsho5.jpg
How can I improve these?
Auctane
07-19-2006, 02:01 AM
I was making a joke about how you used the same MESH as in the 12 tri box MGAC. :D
As for the improvments.. maybe you could rough up the edges of the filing cabnents. Not necessary, looks good.
sheppyboy2000
07-19-2006, 07:25 PM
Props:How can I improve these?
Just as a suggestion, take a look at some real areas that have been urban explored. Your scene reeks of "you know damn well some kids broke into this shit." And when my friends and I always used to break into old buildings, everything was explored. The file cabinets were hanging open, the boxes thoroughly picked through, anything that had a door was either opened with heavy damage or the doors were kicked/ripped off.
I think your props can go much further if you place the scene into the mindset of "what would a bunch of kids do in a area like this if they brought a boombox filled with NOFX?" Right now, for being long abandoned and worn down, your stuff looks ravaged in texture only.
Auctane
07-22-2006, 10:43 PM
Any updates Ghost, or you been too busy gettin thing back on track?
Ghostscape
07-23-2006, 11:14 PM
MOAR PROPZ!
http://img126.imageshack.us/img126/7796/propscz2.jpg
http://img126.imageshack.us/img126/4166/silo1rc1.jpg
http://img126.imageshack.us/img126/5323/silo2cp6.jpg
I'm thinking the dimensions of the room might need to change a bit as I haven't really decided on a camera yet but it's feeling very cramped and it's hard to get a good shot of the area that doesn't clip through all the walls :D
Wayne Adams
07-24-2006, 04:21 AM
kicking ass so far. I like the MSDS sheet. good realistic touch. the chair looks a tad blockish, but i assume most would be scotted under or near desks so...so far, wholesome goodness keep it up.
Wayne Adams
07-24-2006, 04:23 AM
oh and as far as trying to get a good shot, i would set up a camera then change the fov for it...sorta unreal 2003-4ish.
those usually will give nice scopes inside rooms.
Ghostscape
07-28-2006, 06:37 AM
http://img135.imageshack.us/img135/9456/silony3.jpg
http://img209.imageshack.us/img209/6934/silo2xd4.jpg
http://img133.imageshack.us/img133/7013/computersiu1.jpg
http://img135.imageshack.us/img135/3255/computers2az7.jpg
Still working on it :D
When I went to the Titan base in Arizona I was impressed with the giant modular computer setup, with giant racks full of big things covered in lights and buttons and stuff. Nowadays that same amount of technology could fit in a PDA.
Great textures I really like it so far.
The only thing which is lowish are the seats but that was said. To be honest I rather use the polys on more cool details anyhow. You still have the whole silo looking thin to build.
I find it funny thinking about that comment of the pda. Funny how technology has advanced in such a short time.
Ghostscape
08-13-2006, 06:55 AM
I'm not dead I promise :D
Been busy finishing up school, should be able to bust the rest of this out next week.
http://img85.imageshack.us/img85/1305/heyouo8.jpg
http://img137.imageshack.us/img137/110/heyo2zy5.jpg
http://img137.imageshack.us/img137/2553/heyo3dd3.jpg
Ghostscape
08-15-2006, 07:58 PM
http://img398.imageshack.us/img398/3065/progressia1.jpg
Making progress, lighting needs serious work, but I don't even have the lightfixtures modeled yet :D
Ghostscape
08-16-2006, 01:32 AM
http://img147.imageshack.us/img147/177/somemoreprogresscp3.jpg
Still working on lighting, still have to model/texture the center computer (has the missile texture on it right now :D) Need to redo the missile texture, need to model the red lights, need to make a bunch of trash, and need to find a way to use up more of my polybudget. I am cutting out most of the side rooms and so I'm not wasting a bunch of space on some ugly looking boxes, and that freed up some triangles.
If I have time I need to do more with the ceiling and add some dangling cables and stuff everywhere.
Ghostscape
08-16-2006, 09:36 PM
How would I go about baking out a ambient occlusion setup for this scene? I know how to bake individual objects, but is there an easy way to bake AO for the whole scene in Max? I imagine there would be but it's not something I usually do in Max.
Ghostscape
08-17-2006, 05:50 AM
I've almost used up all my texture space, I have 1 512x512, 2 1024x1024s, a 128x128, and a 128x512's worth of space left.
http://img55.imageshack.us/img55/4839/texturepreviewmh2.jpg
requiem2d
08-17-2006, 06:33 AM
Tightly packed, can't wait to see the final piece :D
Very nice entry on the final sub thread the fly by was cool. textures are really nice.
Auctane
08-24-2006, 11:01 PM
your submission looks awesome man! you did a great job!
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