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Old 22-02-2009, 05:20 PM   #1 (permalink)
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SFAM - Hot Dang Sauce!

So, Pankake and myself will be entering this one after Glynn left our group due to violent and irreconcileable creative differences*.

We'll be building a scene inspired by JF Sebastian's apartment in Blade Runner. I've just spent 6 long and painful hours getting some reference shots from my HDDVD, so we can now commence development!

Reference for those of you heathens who haven't seen the film yet will be up soon.

Watch this space!





* By which I mean, he simply doesn't have the free time to help out. So we broke his knuckles. His face knuckles.
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Old 23-02-2009, 04:30 AM   #2 (permalink)
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Im pleased with the amount of bladerunner choices in this challenge.
A lot of prop work for this one!

Complete with animated egg-in-a-jar?
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Old 23-02-2009, 04:36 AM   #3 (permalink)
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Haha, we'll see. There's enough work to get through without having to mess with animation.

We're leaving out the room that's jam-packed with dolls and mannequins because that'd be an impossible amount of work for two people in a month.

Going for the main hallway, the living room (one with pool table) and the room with the massive dresser that Deckard escapes through the ceiling by climbing up. I think that should keep us very busy
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Old 23-02-2009, 04:42 AM   #4 (permalink)
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i'm sorry talon but i bet this is going to be one of the worst entries of the comp

lol good luck guys make it awesome (even though u caant win)
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Old 23-02-2009, 08:06 AM   #5 (permalink)
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Haha, thanks for the support, Sam. How come you think it'll be so bad?
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Old 23-02-2009, 01:04 PM   #6 (permalink)
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Damn. The talent and sex appeal leave the team.

I guess you guys best get making some game art!

Can't wait to see progress
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Old 24-02-2009, 03:17 AM   #7 (permalink)
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So, work has commenced.

I've uploaded some screens, specifically of the areas we will be creating, 3 rooms that we feel represent the iconic pig sty that is JF Sebastian's crib:


I've finished blocking out the scene geometry, minus a few cuts I'll inevitably have to make when I start throwing textures in the scene, but this is the building blocks of it all. Wireframe: (might not make much sense to you all)


Thrown into UT3 with a very quick few lights chucked in and rocking a very small 1024x1024 lightmap.



Also made the high poly (and most of the low) of the trophy for the trophy room (first screenshot from the movie up there, and last image from UT3):

That was done in max before we decided to Modo-ify the project.

James has been working on some environment textures too, I'll let him show those, though.
Time for some sleep!
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Old 24-02-2009, 11:29 AM   #8 (permalink)
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nice choice, although I kinda saw this coming from a mile away... :P

very much looking forward to it, even without glynn's sex appeal and all.
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Old 26-02-2009, 09:38 PM   #9 (permalink)
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Small update:

The 3 areas have been split into 3 meshes, and each given a 1024x1024 lightmap. Some placeholder light source materials added, most of the UV mapping done (rest will be done on the fly as we add textures) and just finished a texture for the main hall walls (where the texture is cut short on the right there, the pattern will sort of continue onto the pillar bits in the corner).


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Old 27-02-2009, 02:37 AM   #10 (permalink)
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Is that light GI baked ? Lighting quality looks really good...
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