HOME | DD

ZackF — Industria - Final Shot 1

Published: 2010-10-22 17:08:12 +0000 UTC; Views: 6312; Favourites: 136; Downloads: 250
Redirect to original
Description Hi folks! I just wrapped up a submission for a 3D videogame environment art challenge at Polycount. The theme was to make an environment in the style of a beat-em-up type game level (think Final Fight or Castle Crashers). This is the first beauty shot.

I'll post more info soon, but for now some basics:
- Realtime screenshot from Unreal Engine 3
- used Photoshop, 3DS MAX and Crazybump
- made over the course of about two months in my spare time
- around 150k triangles for the full scene

Hit download for the 1080p resolution version.
Related content
Comments: 33

lowlevel21 [2012-06-07 19:46:05 +0000 UTC]

i love it, the orange dust gives it a post apocalyptic industrial feel!!...i especially love the texture work, any chance you can direct me to a tutorial that showcases that style, or maybe you can make a tutorial ....i have a ton of questions about this, because i'm looking into making my own sidescroller, not with udk though,...

👍: 0 ⏩: 0

Blvd--Nights [2011-06-05 16:00:33 +0000 UTC]

At first I thought this was a concept piece! haha Really fantastic use of color and rendering on the textures. One thing bugs me tho. The buildings in the background on the far right looks flat and takes my eye away from the gorgeous stuff in the piece. But that could just be me nitpicking something pretty awesome.

👍: 0 ⏩: 0

davidnk [2010-12-24 06:55:46 +0000 UTC]

wow! this really looks awesome!, A few months ago I started using UDK and its really cool , however the look of ur pictures are.. a comic style?I dunno how u call it in english but.. is like a "drawing style" ish... did u create it by using just textures and playing with light? or did u use any kind of shader?-...
oh and once again.. awesome job!

👍: 0 ⏩: 0

Vaghauk [2010-12-14 13:25:43 +0000 UTC]

awesome work !

👍: 0 ⏩: 0

kidc0met [2010-10-27 00:11:47 +0000 UTC]

Nicely done.

Clean texturing, lighting is good, can't crit too much on this.

The only thing I would change about it is maybe the daylight color so that that orange in your scene can contrast more with the rest of the environment.

Awesome stuff.

👍: 0 ⏩: 1

ZackF In reply to kidc0met [2010-10-27 02:19:34 +0000 UTC]

Distant light color, that could work. I've been considering adding some greenish grey discoloration to some of the background for that reason, and also to reinforce the idea of industrial pollution. Thanks for the kind words and crit!

👍: 0 ⏩: 1

kidc0met In reply to ZackF [2010-10-27 03:59:33 +0000 UTC]

Yeah since UDK takes care of atmospheric perspective - I think a greenish (maybe greenish-blue) would suit it well.

Though if the goal is pollution, I would just tone down the saturation on the orange and aim for something more sepia. Just my opinion though - lookin forward for more.

👍: 0 ⏩: 0

Tepcio [2010-10-25 15:24:07 +0000 UTC]

Lighting contrast is really good. I love orange fog ;]

👍: 0 ⏩: 1

ZackF In reply to Tepcio [2010-10-25 16:02:00 +0000 UTC]

Thank you! Hehe, looks like we have similar tastes in lighting.

👍: 0 ⏩: 0

HyaKkiDouR4n [2010-10-24 13:03:48 +0000 UTC]

O_o

Pro level stuff there.

👍: 0 ⏩: 1

ZackF In reply to HyaKkiDouR4n [2010-10-24 18:10:44 +0000 UTC]

Thank you!

👍: 0 ⏩: 0

dhedheahmed [2010-10-23 17:42:20 +0000 UTC]

looking good 0_o

👍: 0 ⏩: 1

ZackF In reply to dhedheahmed [2010-10-24 05:27:32 +0000 UTC]

Thanks!

👍: 0 ⏩: 0

RaideR24 [2010-10-23 09:46:43 +0000 UTC]

Fantastic! congrats on this design....

👍: 0 ⏩: 1

ZackF In reply to RaideR24 [2010-10-24 05:27:23 +0000 UTC]

Thank you!

👍: 0 ⏩: 0

Redecorator [2010-10-23 09:46:39 +0000 UTC]

Great texturing and mood. Reminds me of Bounty Arms UDK demo. Check it out if you haven't :

👍: 0 ⏩: 1

ZackF In reply to Redecorator [2010-10-24 05:27:17 +0000 UTC]

I saw some videos of it once I had gotten fairly far along in developing the scene and wished I had seen them earlier, hehe. It looks great visually!

👍: 0 ⏩: 0

HunterKi11er [2010-10-23 07:46:01 +0000 UTC]

Looks great, broski.

Only thing I can add is maybe more indicators for scale. Although this is probably irrelevant when characters are in the scene, but I think the only major indication for scale are the lampposts. I think it could help if there were some more familiar 'everyday' details in there, a door on the left wall, for example.

Or it could simply be some tweaking of the sizes of objects in there to get more contrast. i.e. changing height of lamppost, side rails, etc.
I've personally found that floor tiles have a huge impact on the scale of an environment. We're used to seeing small tiles in our surroundings, so I think large tiles can make a scene appear small, as opposed to smaller tiles which will make a room look large.
That's my theory anyway.

👍: 0 ⏩: 1

ZackF In reply to HunterKi11er [2010-10-24 05:25:46 +0000 UTC]

Hey thanks man! Great critiques, you've given me a lot to consider when I revisit the scene. I'm going with lots of medium-scale stuff as a stylistic thing, trying to evoke a bit of a Mega Man vibe, but throwing in more identifiers would help a lot. Interesting idea on the floor tiles, I might try playing around with that.

👍: 0 ⏩: 1

HunterKi11er In reply to ZackF [2010-10-24 08:22:56 +0000 UTC]

The stylistic feel definitely does come across and it's cool, I just thought I would offer my 2c anyway.

👍: 0 ⏩: 0

masakari-prime [2010-10-23 02:53:46 +0000 UTC]

Looks great! I think the best aspect of the scene is how, through lighting and color, you separated the foreground and background planes, and in the background you have a nice gradation of the buildings until they are just silhouettes, which greatly enhances depth and the scene overall.

This is sorta like I was gonna do my indie project, except I changed to a more cel shaded style to speed up production.

👍: 0 ⏩: 1

ZackF In reply to masakari-prime [2010-10-24 05:11:14 +0000 UTC]

Thank you! I love the effect of atmospheric perspective, it does so much to reinforce the viewer's sense of depth. How is your project going, is there somewhere I can see more about it? I hear you on production time. There is just never enough time to make all the stuff you want to.

👍: 0 ⏩: 1

masakari-prime In reply to ZackF [2010-10-24 15:39:47 +0000 UTC]

Well, you can visit the site: www.unknownrobot.com

However, not much on show there. Just finished doing some freelancing to raise some money and pay the bills, and i've been revamping the camera system and adjusting the level blockouts.

Like you can guess from my post, i'm working on a "2.5D" sidescroller in the vein of Shadow Complex, but I've decided to pursue a cel-shaded, comic book-like art direction to speed up the art production. But cel shading is a mixed bag, I'm trying to nail it in a way that satisfies me while avoiding making it look too simplistic.

👍: 0 ⏩: 0

AIBoobPicsForSale [2010-10-22 22:10:37 +0000 UTC]

Wonderful! Could throw that right into a commercial project. Great use of lighting, as well; I like how the unlit foreground railings contrast with the lit ground, and the farther lit railings contrast with the darker background - really pushes the depth of it. 150k sounds kind of high though - how big is the whole area?

👍: 0 ⏩: 1

ZackF In reply to AIBoobPicsForSale [2010-10-22 23:06:40 +0000 UTC]

Thanks! Yeah, I had a lot of fun lighting it. I think at some point down the line I'll try re-lighting the scene with a softer blue-sky daylight and see how it turns out. The full scene is about four to five times as wide as this shot. 150k is actually quite tame for an Unreal Engine 3 scene; Epic's provided recommendation is to keep the number of "in view" triangles underneath 800k. Many of the levels for UT3 have overall tri counts exceeding 1.5 million. Crazy eh?

👍: 0 ⏩: 1

AIBoobPicsForSale In reply to ZackF [2010-10-23 00:48:37 +0000 UTC]

Ahh, yes; working with lower spec that is designed to run on consumer grade hardware makes me forget how many polygons systems designed to push can push. It also sounds like it's a fair bit larger than I was thinking, as well, though.

👍: 0 ⏩: 0

The-Tabla-Engine [2010-10-22 20:48:24 +0000 UTC]

Excellent work on all 3. Real quality stuff right here.

👍: 0 ⏩: 1

ZackF In reply to The-Tabla-Engine [2010-10-22 23:09:20 +0000 UTC]

Thanks Joe! All I can think about at this point is all the stuff I still want to improve, hehe.

👍: 0 ⏩: 0

davincipoppalag [2010-10-22 17:27:38 +0000 UTC]

very cool captain

👍: 0 ⏩: 1

ZackF In reply to davincipoppalag [2010-10-22 23:09:28 +0000 UTC]

Thanks Dave!

👍: 0 ⏩: 1

davincipoppalag In reply to ZackF [2010-10-23 11:04:29 +0000 UTC]

Welcome!..how ya likin living in the midatlantic by now?

👍: 0 ⏩: 1

ZackF In reply to davincipoppalag [2010-10-24 05:50:35 +0000 UTC]

Loving it. The trees are all various colors on the spectrum from green to intense red right now, and it's just cold enough to warrant a jacket without necessarily needing one. My favorite time of year!

👍: 0 ⏩: 1

davincipoppalag In reply to ZackF [2010-10-24 07:34:20 +0000 UTC]

Yea.. its great.. glad you're likin it!

👍: 0 ⏩: 0