weasel.acuh5o
08-18-2006, 10:25 AM
hi all,
this is my take at the blizzard comp. it's a wow-instance-entrance style environment set in the starcraft universe. to be more precise, it's a zerg infested terran weapons lab, with the zerg basically sucking out all the info in it (guess I'll go with the name data miner in the end). the pyramid in the background is some ancient xel'naga artifact and more or less the reason why there is a weapons lab in the first place.
the tiny red spot in front of the bunker entrance are space marines (done in 3 mins, gonna be reworked in the end), so this thing is pretty massive. in order to convey this feeling in-game I though it'd be great it the player would be brought in by dropship, see the thing from the air, be dropped off and realize how big the zerg really is. all the eyes (the yellow spheres atm) would look at the different party members/dropship when actually coming closer etc to create an eerie atmosphere. I seriously doubt I can convey any of that in the final render, but at least I'll try. let me know what you think, total nonsense or good idea? I hope you get what I mean, but bottom line is that I want to show that I put in at least some thought and didn't just model another generic environment.
now, if I didn't get it terribly wrong, we're only allowed to hand in a single picture of whatever we're doing, so I decided to put some emphasis on the composition. unfortunatelly, that mean that I won't just need the environment (bunker, zerg, ground, rocks etc), but some more things that won't really fit into the polycount (space marines, maybe a dropship for size reference; mountaints in the background). I'm more than just a bit unsure if that's ok (I'd put it in the comments for the picture for sure), but I don't want to just put the whole thing in a piece of desert. it'd be great if you could tell me if you'd consider that cheating. (see third shot for an overview)
one more thing: I'm still fairly new to 3d and quite uncertain about intersecting geometry. I know that it's definitly not a good thing, but it'd be a pain to make sure all the objects in the scene just barely touch and don't intersect. any professionals here that can give me any advice on how much I have to avoid interseting geo?
specs so far: about 4800 polies, not including the marines and the mountains. not sure about the textures, but it's probably going to be something around 1024x1024 for the bunker (including the creep on it and the entrance), a 1024x1024 for all the zerg stuff, one or two 512x512 for the environment and a 512 for the temple, all diffuse and spec. might seem high for a shot like this, but after all ppl would get pretty close to most parts were it in a game.
oviously, some small props in the environment are still missing, I'll put them in once I get the big parts and the polycount down.
thanks for the help in advance, florian
this is what the final shot will roughly look like:
http://weasel.acuh5o.com/posted/2006_08_18_dataminer_01.jpg
skylight render, so you can actually make out anything in the big brown blob that is the zerg:
http://weasel.acuh5o.com/posted/2006_08_18_dataminer_02.jpg
overview shot:
http://weasel.acuh5o.com/posted/2006_08_18_dataminer_03.jpg
this is my take at the blizzard comp. it's a wow-instance-entrance style environment set in the starcraft universe. to be more precise, it's a zerg infested terran weapons lab, with the zerg basically sucking out all the info in it (guess I'll go with the name data miner in the end). the pyramid in the background is some ancient xel'naga artifact and more or less the reason why there is a weapons lab in the first place.
the tiny red spot in front of the bunker entrance are space marines (done in 3 mins, gonna be reworked in the end), so this thing is pretty massive. in order to convey this feeling in-game I though it'd be great it the player would be brought in by dropship, see the thing from the air, be dropped off and realize how big the zerg really is. all the eyes (the yellow spheres atm) would look at the different party members/dropship when actually coming closer etc to create an eerie atmosphere. I seriously doubt I can convey any of that in the final render, but at least I'll try. let me know what you think, total nonsense or good idea? I hope you get what I mean, but bottom line is that I want to show that I put in at least some thought and didn't just model another generic environment.
now, if I didn't get it terribly wrong, we're only allowed to hand in a single picture of whatever we're doing, so I decided to put some emphasis on the composition. unfortunatelly, that mean that I won't just need the environment (bunker, zerg, ground, rocks etc), but some more things that won't really fit into the polycount (space marines, maybe a dropship for size reference; mountaints in the background). I'm more than just a bit unsure if that's ok (I'd put it in the comments for the picture for sure), but I don't want to just put the whole thing in a piece of desert. it'd be great if you could tell me if you'd consider that cheating. (see third shot for an overview)
one more thing: I'm still fairly new to 3d and quite uncertain about intersecting geometry. I know that it's definitly not a good thing, but it'd be a pain to make sure all the objects in the scene just barely touch and don't intersect. any professionals here that can give me any advice on how much I have to avoid interseting geo?
specs so far: about 4800 polies, not including the marines and the mountains. not sure about the textures, but it's probably going to be something around 1024x1024 for the bunker (including the creep on it and the entrance), a 1024x1024 for all the zerg stuff, one or two 512x512 for the environment and a 512 for the temple, all diffuse and spec. might seem high for a shot like this, but after all ppl would get pretty close to most parts were it in a game.
oviously, some small props in the environment are still missing, I'll put them in once I get the big parts and the polycount down.
thanks for the help in advance, florian
this is what the final shot will roughly look like:
http://weasel.acuh5o.com/posted/2006_08_18_dataminer_01.jpg
skylight render, so you can actually make out anything in the big brown blob that is the zerg:
http://weasel.acuh5o.com/posted/2006_08_18_dataminer_02.jpg
overview shot:
http://weasel.acuh5o.com/posted/2006_08_18_dataminer_03.jpg
