UGAC - PROP 101 - JUNGLE - jamihn


#1

Sounds like a blast! I’ll give it a go.

Game: Awesome Fighting Game!

Prop: The Club of Lover’s Rage

Concept: In the forgotten village of Foia, Young Master Shunji fell in love with the Clan Elder’s only daughter, Ittap. Indeed, many a man had lost their mind and their sanity gazing too deep in her firey blue eyes. Alas, she was to marry the eldest son of a rival clan’s elder in the village Redacti. But her true heart belonged to Shunji.

On a fateful night, the Elder’s Elite Guard were summoned to Ittap’s hut. Someone had heard a great noise coming from within and, fearing the worst, sounded the alarm. Inside, the Elite Guard found Ittap and Shunji deep in loving embrace. Ittap screamed and distracted the Guards allowing Shunji to escape into the dense jungle.

Though he was quick of foot, Shunji was no match for the Elite Guard. The caught him and held him down under the thick jungle canopy. The Clan Elder arrived on the scene and pronounced sentence.

“You have defiled the honor of my daughter! She can be married to no man! I shall carry out your death sentence myself!”

With that, the Clan Elder ripped Shunji’s right arm from its socket and proceeded to beat the Young Master to death. Inches from death, Shunji cursed the Clan Elder.

“Your daughter is now forever lost to you! The town of Redacti will burn Foia to the ground! You will know my vengeful rage from beyond the grave! HAHAHAHHAHA!”

Shunji’s faced fixed in a maniacal laugh until his dying breath. Soon after, Foia burned to the ground in vicious flames.

It is said that although Shunji’s body was burried to ash, the arm that was torn assunder never caught flame. It was left in the jungle to be eaten by the animals. Legend has it that the arm was imbued with the Young Master’s furious rage and that its flesh was so bitter that no animal would go near it. It is said that if you call out the name of the Clan Elder, the arm will glow and shiver as if shaking with vengeful anger.

It is also said that one who poses the arm is filled with uncontrolable fury. Such raw power could indeed fell an entire village. Many have sought this power. Few have survived to recount their tales.

And so goes the legend of the Club of Lover’s Rage.

Sketches and such to follow.


#2

So this is a quick concept sketch. It seems that over the years, the surrounding vegitation has fuzed with the rage filled arm.


#3

I built this base mesh in ZBrush. Yeah, it’s way high, but I wanted to create some geometry quickly that I could mess with and rebuild. I’ll take it into Maya to cut it down and unwrap and probably texture and all back in ZBrush.


#4

Well look at that, ZBrush cut it down for me. Hmmm… Still gonna mess around in Maya a bit. Clocks in at 620 tris.


#5

for some reason, I feel I already KNOW this ‘Shunji’… :slight_smile:

welcome to the challenge Gooch!

PS: Master Shunji is fun when he is drunk. Ask him. :slight_smile:


#6

I was a bad brother and got him all drunk when he came to visit me the first time in college. It’s all my fault! I’m an enabler! :cry:


#7

yep it definately could use some more work :wink:
it’s cuurently looking pretty “boxy” i would twist the finger loops so that they are in 45° instead of 90° to the hand (that will make them look rounder) and maybe those rope thingies don’t need 4 sided, 3 wold also be ok i guess, so you coul add some extra planes with plants and stuff…


#8

I think those are good ideas, especially cutting down the vines to 3 instead of 4 sided. What’s a typical polycount for a weapon type item in a game?

BTW, your tribute to Ray is freaking brilliant!


#9

cool, =) I need to get a copy of ZBrush, it looks like fun…

-KDX-


#10

thanks :slight_smile:
ok back to topic :smiley:

there is no “typical” polycount for a weapon in a game, it depends on the gametype, engince-specifications, the size in screen etc.
a weapon for unreal 3 will definately have a lot more polygons then a weapon for a RTS


#11

I am impressed that you are attempting such a complex organic shape with such a low poly count. I look foward to seeing you figure this problem out.


#12

No guts, no glory, you know. I figure, what the hey, it’s called a challenge! However, I am slightly worried. I intend to try to use a normal map on this thing to get a decent amount of detail. The maya to zbrush and then back again pipeline seems to be a fairly sound approach.

Unfortunately, I have never generated a normal map nor have used one in Maya’s renderer or Mental Ray so I have no idea how it’s going to work. I’ve seen it done before which is why I’m anxious to try it. So who knows. Hopefully I’ll have enough time to screw around with stuff.


#13

Cleaned up the mesh quite a bit. The vines are now three sided and I turned the fingers on a 45 degree angle. Now I gotta figure out how normal maps work in maya :banghead:

Duuuur, I forgot. It clocks in at 500 tris exactly!


#14

Looking a bit blocky still, but seeing as you have one half of you poly budget left, I think you will be able to pull it off. However, I don’t envy unwrapping that prop, heh. Looking good.


#15

It is a bit blocky, but I don’t want to just add polygons because I have the budget. I figure if I can save some polygons, it would work better in a game environment. And I don’t think it would be a good idea to make a weapon in a fighter too poly heavy (but I’m just guessing, I don’t know shit about shit).

Here’s the UVs. OY! Don’t want to do that again.


#16

Futzing with the Z. Not sure how this will work in a normal map, but I’ll give the good ol college try!


#17

yeah, this is looking a lot better now!theres something wrong with the ellbow, it looks like its beding in the wrong direction…?


#18

That UV layout is really weak IMO. YOu are not using your (0,1) space efficently at all, and with only 512 X512 you need to make every pixel count. You can definatly cram in those UVs tighter.

One strategy of packing UVs is to cram them in the lower right or left hand side as tightly as possible and then scale them up to fit everywhere. Or just move them around like puzzle pieces until you get the best fit possible.

So, yeah. It is looking really good, and I wouldn’t want the texture resolution to stop you, because it is looking nice.


#19

agreed. i missed that uvLayout.


#20

Now that they’re all layed out, I think packing them in will be a lot easier. I’ll mess with them a bit more and try to figure out this normal stuff as well.