UGAC - Master Chamber - Rogelio Olguin


#41

Yeah after testing it out I saw the diff. I was thinking for like some envio stuff for a future short story ill have to do for my school instead of using displacment maps ill use this since it saves time. Of course where I need the close up detail of displacments ill add this.

I have learned so much just on this comp alone I am glad I entered it.

A new render coming soon.

EDIT

been messing around with the relief shader. Used it o nthe archs, pillars, and tiled floor. Changed the fog a bit also. I have 18900 polys atm… Still got a bit for small details. I need to make a very simple wall around the permiter so I can aviod the look of nothing behind the big walls. Ill add some dried leaf alpha textures on the floor and dried grass in places. I also need to make some rocks perhaps… and well whatever I can squeeze out lol.

I went through all the textures and lowered them so It would fit the texture budget given. Made no diff in the long run really. I tend to work big and optimize later.

edit2: the dirt texture is from max image files… will be replaced. The one I make will be close to the color and saturation as that anyhow.


#42

Well guys I am done with the whole scene. This does not mean I am done. I plan to make a small movie of 30 secs that shows up close shots of the model and a small rotation flyby of the scene.

The textures pretty much filled the whole 4096x4096 space. Ill get shots of that soon also. The polys ended up at 19999 yeah lol… So even if I wanted I could not add anything more.

Thing is I really like this project and I think ill keep adding into it, but not for this comp. Ill make a new thread on the main game fourms and keep adding to this work.

Things I wanted to do is add way more foliage and small details which I had to delete in the long run which I honestly hated to do, but still I managed to squeeze this to my max and made this work for this comp. The thing is I also want to keep making models for a future UT2K7 level once it comes out.

At the end I learned a lot. Belive it or not this is pretty much my frst experiance with normal mapping for games. And I had only made one normal map prior to this project for a highpoly model I was making. I learned a lot more than I would have thought. Thanks everyone who kept me going with crits and comments. Also the people who gave me links to scripts and shader effects.

Well enough of that here is the main render. Ill have more renders coming up but tis late. :smiley:


#43

And with that… I’ve lost.


#44

The whole point of the UGAC is learning, and you learn by doing :smiley:


#45

Bah, I wanted to win. Not really but still. Never expected to win first time out (or even get remotely close) but since I won’t be participating in the next one (snagged an illustration freelance job), still wanted to make a significant impact in this one.

Gratz, Ro. I have a long way to go to reach your abilities.


#46

Thanks man :slight_smile:

Keep at the project your doing, I like the bar and dance idea. It can look damn sweet given some time on it. The models were sharp already just needs some good texturing.

A lot of good works going around like that destroyed lab/torture room one is nifty esp with the new things added. I am trying to win yes of course if I said otherwise that would be a lie entering a comp etc, but even if I do not win I have learned a lot. People are still making stuff for this comp so I expect many of the designs to look sweet once you have the final touch done for the last shots taken.


#47

Hey RO, this is surely one of the most complete and best looking entries for the competition at the moment. However, I’m concerned with if you may have missed the subject a little? This needs to be an interior, and 4 pillars and a fence hardly make it an interior with visible trees, grass, etc. Perhaps you could somehow enclose it so the judges dont discard you purely for missing the subject.

It’s really nice work, it makes me think how such a scene would run in realtime. I mean cos the render is pretty high res + antialiased and you have a sort of foggy noise and bloom in there. Rendered works always make me think of how it could be implemented in a realtime engine :slight_smile: I guess i’m just becoming obsessed with shaders. In fact, i’ve been experimenting so much with shaders and stuff that I increasingly doubt I’ll finish my entry on time with the rate i’m going.


#48

Thanks :slight_smile:

yeah I agree I missed the point. I saw that a while ago so if it is discarded because of that oh well. I have np with that I am just happy of doing this work heheh :slight_smile:

I am pretty sure this would run well considering gears of war is using three times or more polys and texture space easy.


#49

As always your level of detail is high. I just love your style, it looks like your own which is re-freshing to see. On the centre statue, what is it ?. They look like a set of mean ass dogs. From start to finish how meny hours did this project take.

Later mate…:scream:


#50

Thanks Pixelgen :slight_smile:

The center statue was inspired by the feathered serpant god called [font=Verdana]QUETZALCOATL[/font]

http://www.unexplainable.net/artman/uploads/image5_reli.jpg

Though from the start I changed the idea a bit and those are some kind of dog howling with features.

The theme is a mix of many but the main theme I want to bring out was some kind of aztec style. Lets say the people who built these have a lot in commen with aztecs but got furter in “technology tree”. Since I am from Mexico I really like the building style and art. Shame a lot of it is being destroyed by lack of the gov taking care of it.

Edit: Sorry did not mention how long it took to make this stuff sorry. I started the contest a bit late than everyone else had some things to do before starting this. But aprox this took three weeks time. I worked around 8-12 hour days on this. I made one object per day pretty much. The weekends I took a break usally. The statue took me two days. Mostly due to the fact that it was not rendering the normals correctly so I had to figure it out. at the end I devided it up into big chunks and than rendered it than put it together again.

I made a small movie of this work with a slight flyby and some texture flats etc. The main title is GAC… I did not put U to the gac since… Unoffical sounds so bad lol.

Oh yeah right click and save as pls.

http://onlinewarriors.beyondunreal.com/RogelioOlguinChamber.mov


#51

Congrats on completing your entry for the competition Rogelio:thumbsup:, The video looks awsome
and your final entry is top notch, Hope to see you in the next challange as well:).

Good Luck

-Pdude


#52

your entry is looking really great. i think it would stand out a lot more if you were to use the lighting to its full advantage. right now, it looks more like an ambient kind of lighting situation; a light setup with more contrast could help you establish more of a mood and make it look more like an environment than just a collection of props. i think what you have is great, but i also think you can push it further.


#53

Looks great RO! I really like the video, I think video does a lot more justice to environments than pics. I may have to make the request on a extention so I can put a video together too :D.


#54

AndrewRaZ: I agree the lighting needs work. If I get time I may go over it. But things are starting up again for school here. So I have to prepare myself.

somnambulance: hehehe yeah the video does add more to the work. I agree with extention a lot of nice works going on that are on the verg of being done bt still need more time it seems.

Pdude2K5: If the next contest has to do with envio stuff ill get in. But I think Gac needs another cha comp. I liked that megaman idea put up in the last comp for ideas. maybe we can do that instead of an envio. I would enter that. I do not have a lot of knowledge about making cha so If I enter a cha comp that might help me get better.


#55

Yes the lighting needs work. Looking at the flyby I feel the centre piece of the chamber is set in the wrong surroundings. A rainforest of sum kind, a bit like the ruin temples you see in Indonesia would have suited better. The change of setting would let you use a greater rang of colors, that couldhave inriched your project. :wise:

Can you post a few pics of the uv maps with the textures on, I read something you said about not needing to paint shadows on textures cos normals render them.

PS I sure you no this but I am p2xelgen of beyond, a few sites had name in use:D …


#56

Very nice work RO! I love the amount of detail you’ve put into this. I kinda feel like you went overboard on the fog and blur though, it covers up all of your hard work. The movie was great, but too much blur, I’d like to be able to see it better. Great textures!


#57

Great ambience, I love it :smiley:


#58

----test post for final----

INFO
[ul]
[li]Name : Rogelio Olguin[/li][li][color=yellow]Specs : 19,998 faces[/color][/li][li][color=yellow]WIP Thread : [/color]Click Here[/li][li][color=yellow]Movie : (Right click Save as) Click Here[/color][/li][li]Description : This is a court yard of a lost civilization found in a dried out planet, that resembles Aztec architecture. [font=Arial][color=#fffffe] [/color][/font][/li][/ul]TEXTURES
[ul]
[li]HighRes Texture : Click Here[/li][/ul]

FINAL RENDERS

WIREFRAME


#59

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