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Thread: Journeys End WIP Thread

  1. #1

    Journeys End WIP Thread

    Hi all!

    Well, I've been on here a while, poking my nose into threads and being generally needy and/or helpful, so I figured I'd start posting what I'm working on. So without further ado, here it is...

    Journeys End (Short film)

    7 minute animated short based on an original script, a tale of mystery, love and magic, featuring a full cast of heroes, villains and dragons, together with some very unpleasant creatures. A (hopefully) original take on the classic quest story, due for release in early 2012.

    OK, it's pretty ambitious, I admit. Much like Chadam and Lazy Town, I intend to use UDK to create a short film, using all the effects I can muster on a pretty powerful system to be able to run it at 24-30fps as an executable and record it in real-time. For those of you who might have seen my various "I wanna pony" wishlist ramblings for real-time GI, this is why

    Character design is in full swing, so this thread will be updated when I get time with various shots as I get them done. Ultimately I want to release the project, give walkthroughs of shader design if requested, and anything else one might want.

    To whet your appetites, here is the first character, The Ancient Warrior. Crits are expected (and hoped for) since I want this to be as good as I can possibly make it!

    [SHOT]*kkUHW6J3enZ6 5O9Lkh/AncientWarrior.jpg[/SHOT]

    Have at it! More images will be posted in the coming hours and days, then the real work will begin.

    (P.S. Yes, the lack of apostrophe in "Journeys" is intentional...)

  2. #2
    ancient warrior indeed, man that guys looks old and awesome.. I'm going to awesome he has equally awesome abilities to match his age?

  3. #3
    Oh, he's pretty awesome, ability-wise Thanks for the reply and kind words! Here's a quick update, since I forgot to include the low-poly version for reference.

    [SHOT]*-hlKgDlwoZmNw6SdWXvcqQrFlE0G1iDWRVFUl1AT4VXTRuMuHor XdJe644YpuoFohPho-AEXLug3M*RYHaR/WarriorLowPoly.jpg[/SHOT]

    He (like all the main characters) will be a multipart mesh so I can get as much detail as possible on them. Average polycount for heads is 3-4K so I can get good facial animation, plus displacement and wrinkle maps for extra detail.

    Coming up in a couple of hours, the frightful ghast.. Icky little things. < shudders >

  4. #4
    To go into more detail about what I hope to achieve from a technical standpoint; I intend to use Unreal Engine not simply as a renderer, but also as a complete framework. Cloth will be APEX, possibly with baked wrinkle and displacement maps (as in nVidia's workflow information) for detail. Combat and creatures will be scripted, but not completely pre-animated, using the built-in AI to handle it. The ghasts will be completely AI-driven (they swarm, so perfect for procedurally-based animation, I think!) and so essentially every time the animation is run it will be slightly different (although still following the same story, obviously!)

    Ambitious, yes, but that's why I chose a game engine rather than a GPU renderer.

    Of course, I may be utterly bonkers, but we'll see.

  5. #5


    OK, pretty happy with this so far.

    They have no eyes, no nose and a poor sense of hearing; instead they operate in pitch darkness by touch. They move in swarms of a hundred or more, are around four feet tall when erect (which they hardly ever are, preferring to scamper around on all fours) and overwhelm their prey by sheer weight of numbers.


    [SHOT]*OlQK4C*rB7 Q0rAq/GhastHi.jpg[/SHOT]

    Enjoy. Full body coming in a bit.

  6. #6
    I like the idea of your Eye-less creature there, however...

    he/she/it seems a bit unbelievable that it would have HUGE eye sockets, yet no eyes. I know this would require a significant re-sculpt of the face, but consider putting some 'atrophy' into the areas where this creature has lost it's senses.

    Your sculpting skill is definitely good, better than most the work I see. Keep refining the concepts and this will turn out AWESOME.

  7. #7
    @KazoeHin: Thanks for the input! Yeah, you're right, I was really playing up the creepy "skull" aspect of the design and, as is often the way in my design process (I prefer to rough out ideas in ZBrush rather than sketch, a throwback to my old "clay-sketching" days as a sculptor!) I got carried away with those aspects and ignored others You should have seen how far I took the old man concept before pulling it back - he looked like he belonged in a museum wrapped in bandages! Fortunately, my process allows for rapid prototyping, so I should be able to rework it pretty quickly.

    From an evolutionary standpoint, of course, there's nothing to prevent large, empty eye-sockets (blind cave cichlids, for example, have large sockets but no eyes; all they did was extend the operculum back over the socket to provide a little extra protection). Eyes are pretty energy-hungry objects, biologically speaking, and they can be lost very quickly in a nutrient-poor environment. Cave cichlids in Africa lost theirs in the last 20,000 years... <defensive justification complete!>

    I'll play with it today and see what I can do with it; the body is coming along nicely, but I have to break the mesh up into segments to get the detail I want (my system currently can't handle 12 million poly objects in ZBrush without sobbing hysterically) so I break it up, sculpt, and play with the maps in PShop.

    Oh, and coming soon... the Young Hero!! Stay tuned

  8. #8
    OK, here's another ghast with about 20 minutes of feverish reworking...

    [SHOT] S5ojGLmaXHgClkSBBx/GhastRework.jpg[/SHOT]

    Looks a bit more like "Alien" to me, but what do you guys think?

    Validate meeee!!! LOL!

    Edit: Re: the nose, I'm going with "this thing never had nostrils" idea. Call it my "It's maaaagiiiicccc" handwave

  9. #9
    <defensive justification complete!>
    Lol, nice.

    The no eyes one definitely helps convey the blindness in a more typical, recognizable way, nice work

  10. #10
    Quote Originally Posted by DifferenceEngine3D View Post
    They have no eyes, no nose and a poor sense of hearing; instead they operate in pitch darkness by touch. They move in swarms of a hundred or more,
    and overwhelm their prey by sheer weight of numbers.
    they almost sound like zombies to me!
    the new model is much better than the new one, definately alot more fitting
    great work so far
    I take it you abandoned your HLSL-messing mission for now?

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