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View Full Version : [WIP] Grifball in Foundry



Jean-Luc
March 14th, 2009, 05:09 PM
Alright, I'm going to state this above all else. This scene is required to be done by TOMORROW. This is going for the LOOK of Foundry, so I don't want to hear any shit about inaccuracies such as "That pipe is 6" too high."

That said, my objective with this scene is to create a small part of Foundry in 3dsmax, pretty it up a bit, and create a freeze-frame of a Grifball match. My reasoning for this, besides potentially looking quite nice and going into my portfolio, is a class assignment to advertise something on an 18-wheeler truck (explanation later when scene is complete).

So, basically what I have right now is the barebones part of the map I decided to work with.

http://img19.imageshack.us/img19/2590/foundrywip.jpg
http://img19.imageshack.us/img19/8978/wireframe.jpg

Floor Test:
http://img24.imageshack.us/img24/741/foundryfloortest.jpg


And of course, my basic reference image:
http://img18.imageshack.us/img18/4366/69434114full.th.jpg (http://img18.imageshack.us/my.php?image=69434114full.jpg)


E: Evidently I should say this too. I'm fully aware that Grifball is meant for wide open spaces. I get that, I do. The reason for my choosing this area is simply that it's more visually interesting, so please...PLEASE don't quote me the rules for Grifball and getting picky about it.

Sever
March 14th, 2009, 05:18 PM
That said, my objective with this scene is to create a small part of Foundry in 3dsmax, pretty it up a bit, and create a freeze-frame of a Grifball match.I hate to potentially burst your bubble but Grifball is played in the central open area of Foundry, not the spurs, as you have depicted. Otherwise, if you already knew this and are just going for a more complicated scene (stairs, pipes, etc.) then I get what you're doing and good luck with it.

Jean-Luc
March 14th, 2009, 05:19 PM
Right, neglected to touch on that. Yes, I know it's meant as arena gameplay, but there's nothing visually interesting about a big empty metal space.

Heathen
March 14th, 2009, 05:24 PM
But uh...if your making a grifball map...why make that part of the map? Its covered with bridges and walls...

That would be a wrong portrayal of Grifball.

Joshflighter
March 14th, 2009, 05:40 PM
I love the first pic render. :O

Heathen
March 14th, 2009, 05:46 PM
the floor is nice though.

Inferno
March 14th, 2009, 05:51 PM
Is the floor rendered in max or in the engine?

Jean-Luc
March 14th, 2009, 05:52 PM
Is the floor rendered in max or in the engine?
Entire scene is rendered in 3dsmax.

Hunter
March 14th, 2009, 06:17 PM
You need any weapons or vehicles?

Jean-Luc
March 14th, 2009, 06:20 PM
If you happen to have the Assault Bomb, Gravity Hammer, and Energy Sword, those would be much appreciated :D

Jean-Luc
March 14th, 2009, 07:35 PM
http://img27.imageshack.us/img27/6025/foundrycontinue.jpg

Fixed a few scaling errors and worked on a couple bumpmaps. Overall progress is coming along fine. Still working on some of the smoothing issues as you can likely tell.

Hunter
March 14th, 2009, 07:48 PM
Eh, Everything else more or less apart from them three...

Advancebo
March 14th, 2009, 08:18 PM
Dayum thats nice :O
Cant wait to see it fully textured.

Jean-Luc
March 14th, 2009, 10:46 PM
http://img9.imageshack.us/img9/1594/foundryneardone.jpg

Almost done modelling this ****. Still working on a few more details, but at least has enough open area to be believable.

Inferno
March 14th, 2009, 11:41 PM
Looks good.

Heathen
March 14th, 2009, 11:51 PM
getting there. Just need details like those bar lights and the vacuum on the ground next to the pipes.

NuggetWarmer
March 15th, 2009, 01:03 AM
I could probably pretty up some of the H3MT stuff for you, if you'd be willing to texture them.

Jean-Luc
March 15th, 2009, 01:10 AM
I could probably pretty up some of the H3MT stuff for you, if you'd be willing to texture them.
Appreciate the offer, but as I need to have this done in under...well 10 hours really, I'm good with just doing everything custom.

Thanks anyway :D

Advancebo
March 15th, 2009, 01:11 AM
Crane?

Jean-Luc
March 15th, 2009, 01:12 AM
Crane?
Not going to see it, so won't model it.

SnaFuBAR
March 15th, 2009, 02:15 AM
:snafubar: SnaFuBAR is pleased

Jean-Luc
March 15th, 2009, 02:42 AM
http://img21.imageshack.us/img21/6025/foundrycontinue.jpg

Messin' around with materials. Apologies for the lack of AA but I'm a little pressed for time :suicide:

Advancebo
March 15th, 2009, 09:57 AM
There supposed to be a yellow strip of the floor tiles, about 2 floor tiles in width.

mech
March 15th, 2009, 10:22 AM
Looks good man :mech2:

MetKiller Joe
March 15th, 2009, 11:14 AM
http://img21.imageshack.us/img21/6025/foundrycontinue.jpg

Messin' around with materials. Apologies for the lack of AA but I'm a little pressed for time :suicide:

Awesome.

DEElekgolo
March 15th, 2009, 11:45 AM
http://img21.imageshack.us/img21/6025/foundrycontinue.jpg

Messin' around with materials. Apologies for the lack of AA but I'm a little pressed for time :suicide:
I spy fr-dirt!

teh lag
March 15th, 2009, 11:47 AM
I get the feeling that the materials are inconsistent - you've got the brown/rusty and beat-up floor, but the walls & such look pristine.

I suppose that might fall under "nitpick" or you've already done something about it... but just wanted to say something as nobody else has.

Heathen
March 15th, 2009, 11:51 AM
I get the feeling that the materials are inconsistent - you've got the brown/rusty and beat-up floor, but the walls & such look pristine.

I suppose that might fall under "nitpick" or you've already done something about it... but just wanted to say something as nobody else has.
I don't think they are permanent.

Jean-Luc
March 15th, 2009, 12:47 PM
http://img10.imageshack.us/img10/6025/foundrycontinue.jpg

Well, had a few setbacks (namely my collapsing in front of the computer), but here's where I'm at right now.

Still working on making everything blend.

http://img17.imageshack.us/img17/272/trailer2copye.th.jpg (http://img17.imageshack.us/my.php?image=trailer2copye.jpg)
E: Also, I could use your guys help for this. What I have to do for my project is create an effect known as Trompeleil, or "To Fool the Eye." In this case, I'm using this^^ truck, and the objective is to make the scene "jump off the paint" without actually going past the borders of the truck itself. I'm having a miserable time coming up with a good camera angle and scene to use for this, so if any of you can figure something out that would work for it, it would be much appreciated. If it helps, I'm personally thinking of two different approaches to it:

1) Closeup on dead Grif with a hammer crushing his back, assault bomb fairly close to the screen with the "Grifball" logo showing.
2) Grif being chased by Sarge carrying sword/hammer, in a dynamic yet "3d" way.


Open to any and all suggestions guys!

Syuusuke
March 15th, 2009, 01:24 PM
Caboose doing something rather stupid.

Hitting Church with the hammer? I don't know.

Jean-Luc
March 15th, 2009, 06:19 PM
Well, I know I'm a few hours past my personal deadline for finishing this, but I'll be damned if it's not almost done (finally).

While it's not 100% what I wanted, it's due tomorrow, so I'm just going to go with what I find "good enough" and post-process the bastard in Photoshop. Progress/near-final pics soon.

RobertGraham
March 15th, 2009, 06:22 PM
That floor is probably the thing that caught my eye the most. Good work on that.

Jean-Luc
March 15th, 2009, 07:27 PM
http://img13.imageshack.us/img13/2359/testvfz.png

Still gotta touch up (and add) a few textures, but that's basically how this particular render is going to look.

Saggy
March 15th, 2009, 07:55 PM
The render doesn't feel balanced. It feels like there should be something on the left side to balance it all out. Also, I know you probably know this, but the guy carrying the Grifball is too bronze. He needs to be more orange.

Jean-Luc
March 15th, 2009, 07:59 PM
The render doesn't feel balanced. It feels like there should be something on the left side to balance it all out.
I get what you're saying, but in the final product that is going to reach my teacher, that area will likely be filled with a logo for "Grifball Association of America" or whatever.

Also, I know you probably know this, but the guy carrying the Grifball is too bronze. He needs to be more orange.
Also realized this problem, I'll touch that up in Photoshop.

Welp, starting the final render here. 4250x3100 resolution, time for a 3 hour rendertime. Then of course, to adjust all the separate elements in Photoshop, composite the bastard, and be DONE WITH THIS o_o

Terror(NO)More
March 15th, 2009, 08:46 PM
Turn lights down a bit, and balance as said before. Then you should be good to go.

TeeKup
March 15th, 2009, 10:11 PM
I don't know.

I liked the starkness of the render before the lights. Everything is just too saturated in light.

Jean-Luc
March 15th, 2009, 11:46 PM
Well, listened to what you guys had to say, messed around a bit, and here's what we're looking at. Still trying to figure out the background, but I'm pleased regardless.

http://img11.imageshack.us/img11/7015/trailer2.jpg

Sever
March 16th, 2009, 12:32 AM
Two little things that could help the background greatly:
1. Edit out that grey box in between the two left-most Spartans.
2. Make the furthest back & highest wall (right where that grey box that shall be no more is) slightly brighter. Not too much, but just to show the difference in the two surfaces back there.
Also, what you should try, just to see if it works (if not, scrap it) is take the reflections from the original picture and lightly layer them over the area that you've filled.

Saggy
March 16th, 2009, 12:39 AM
Make sure to add some sort of "line" where the side of the truck meets the back to make the image actually look like it's part of the truck (unless of course you're going for the whole "popping-out" effect) Other than that, it looks very nice.

Advancebo
March 16th, 2009, 07:20 AM
Are all those light rays coming from the lamps?

Jean-Luc
March 16th, 2009, 12:17 PM
Welp, after a 14 hour rendertime :ugh:
And in the event any of you happened to want wallpaper sized, here you go.


http://img7.imageshack.us/img7/6999/image43c.th.jpg (http://img7.imageshack.us/my.php?image=image43c.jpg)http://img7.imageshack.us/img7/9954/image1610p.th.jpg (http://img7.imageshack.us/my.php?image=image1610p.jpg)http://img13.imageshack.us/img13/7584/image1080p.th.jpg (http://img13.imageshack.us/my.php?image=image1080p.jpg)

Joshflighter
March 16th, 2009, 12:24 PM
Heh, those grav hammers look kinda funny at the bottom. :p

I dunno, I think there are to many red guys. :o

Jean-Luc
March 16th, 2009, 12:47 PM
I dunno, I think there are to many red guys. :o
Please tell me you're joking.

If not...:facepalm:

Joshflighter
March 16th, 2009, 01:41 PM
Or maybe it is because they all look the same due to the fact that they all have one leg up in the air? Lol.. I dunno, it just doesn't look right to me. But lots of things dont look right to me. :)

paladin
March 16th, 2009, 02:04 PM
I think it looks fantastic

Saggy
March 16th, 2009, 02:05 PM
The only problem I have with the render is that alot of the hands look fuxed. Ex. the grifball carrier is pointing at the ball while his other fingers looked crippled. Also, one of the grav hammer wielders has his finger going through the mesh. Oh, and I see there is a left handed spartan wielding a energy sword as well :P I know it's all nitpicking but I thought I'd give you my input.

Advancebo
March 16th, 2009, 03:49 PM
lol nice job blocking out the untextured windows XD

Also at that range, the sword guy would have lunged at him by now, and the grav hammerers would have swung at him. Maybe put a dead body to show epicness?

Jean-Luc
March 16th, 2009, 04:16 PM
lol nice job blocking out the untextured windows XD

Also at that range, the sword guy would have lunged at him by now, and the grav hammerers would have swung at him. Maybe put a dead body to show epicness?

Nitpicking and Halo fanboyism right here^^^

That said, I am done with this scene for now. Spending three shitting days in a row on it has left me emotionally and physically drained and I have a 7 page paper due on Thursday.

So, from this point on, anyone who feels the need to tell me things to add or change, ESPECIALLY if it's because mine isn't like in-game, I strongly urge you reconsider lest you want to feel a pipe driven into your skull.

Nothing against you in particular Advancebo, I'm just tired of hearing about how my version doesn't line up to what's in the game.
[/exhaustedrage]

Advancebo
March 16th, 2009, 07:53 PM
Bow down to Halo 3 >:V

Newbkilla
March 16th, 2009, 08:41 PM
That looks well done :) Good job. Only suggestion, which was already brought up, was the lazy windows.

Gwunty
March 16th, 2009, 08:42 PM
Mabey you could give us some of those textures x)

Advancebo
March 17th, 2009, 07:20 AM
Especially the floor tiles.