What if we all pool our efforts together and create a project? I remember a while back /3/ creatted its own futuristic city with different people modeling different parts of the city and uploading them here. It was pretty badass.
What if we created Neo Tokyo from Akira, everyone just models and textures part of it at their leisure and uploads it and we all work together to create a huge and complex scene.
Doesn't this sound like a cool idea?
The only way that will work is if you provide everything.
A way to keep in contact.
Basic setup
Rules for building
Update on /3/ when needed.
Use Asana or Trello for managing tasks
>>511953
Modeling squares isn't exactly very exciting.
I remember some kind of cave city project, where people could model objects and things from an image that had all kinds of stuff in it. (or design their own little cave section? I can't remember)
I think the most fun would probably be to do a some kind of birds eye view scene like pic related, where everyone can do different parts of it and add their own flavor to it. You'd just need to provide the ground plane and some kind of measurements to help people scale their models.
>>511394
>>511961
ok, I think the most important thing to start with is a good concept sketch of the city so everyone can pick things out to model and match it up. Anyone willing to volunteer, I can do it but I'm not the best artist
>>511953
you have to make it piss easy for people to upload stuff and communicate. also you have to give them piss easy tasks otherwise they will think its too much of a big deal to bother.
>>511953
so if this is going to happen, make a new chat tab in the discord loby
>>512024
People just have to dump cool concepts until we pick one.
>>512120
>>512120
dis?
>>512120
ayy
>>512124
>>512123
>>511953
Futuristic concepts would look fucking epic in UE4.
>>512120
lamo
>>512126
if we use concepts, it would be best to use concepts that arnt mush when you zoom in to try to model
>>512127
i really like this one for the design and shit. but i would probably want the textures and lighting to be a different style
>>512128
it would be more like a 10-20 sec flythrough. Or maybe 5 second flythrough shots of different scenes with a cool futuristic music in the background. Rendering in UE4 is realtime so if you set up a good scene from the start, you can have the complete 4K render shots in a matter of minutes.
>>512130
im saying we shouldnt use a shitty concept that dosnt have detail or separation of forms because it would be stupid to try to model that as a group
>>512131
I think references like this : >>512124 are pretty awesome and has enough detail to give you a headache. People can pick a specific asset type like the big buildings with tiny lights going all over and keep producing those, while someone else can do the streets and sidewalks or the general architecture of the environment. Then all that is left is to put them all together and bake it which is piss easy.
>>512127
>F
>>512134
>a
>>512120
Elven city on the cliffs, we should do something fantasy related
>>512134
let's model the Valyrian Freehold from Game of thrones, then when it's done there will be tons of interest and people would look into our portfolios and HBO will be like "oh shit, these niggas are talented, let's hire them" and next thing you know we are all helping out on the CGI for the next season of GoT, who's down?
>>512197
sorry forgot pic
we can create/animate dragons too, that will allow us to do Architecture, Environments and organics all in one project
>>512197
thats alot of foliage and water work, all the foliage would have to be done by the scene compiler. not sure if you can export hairs from one program to another without issues. also that picture is a lot of mush and scribbles which isnt good for trying to go though and model it
>>512201
If the final renders are in unreal the foliage would be game res.
If not then just make sure the vegetation people are all using the same program.
This goes for any concept, not just that one.
>>512205
who is doing these in unreal? i dont think its a good idea since we would have to worry about a bunch of extra shit that wouldnt be a hassle in a render engine.
we relly need to
>keep it simple
>use a concept with evertyhing fleshed out ( no mushy shit )
if this project goes well we can expand to more difficult shit and in engine real time stuff, i just dont want to get somthing going only to find out theres too much shit
what if we make this a cross board project, we can get some faggots on the art board to do the concept then we do the modeling and rendering?
>>511953
>anybody looking to work on this project. join the discord.
https://discord.gg/0Y4utWZT6cvX4otq
we will be in the game_development_general tab
>>512235
That would be great, but I don't know if they would be up for it.
does /3/ have IRC?
>>512235
I doubt theyre gonna produce anything better than the concept arts people posted in this thread
I just posted on the art board requesting some concept art for us to work off of, hopefully someone helps, I will keep /3/ posted
>>512237
Next time try to put in a link without an expiring timer. That shit is dead, just choose the option to eliminate the link timer as to create a permanent link.
Also, be interested in doing concept, will talk in discord. Will not post my stuff in this thread because fucking 4chan.
>>512440
https://discord.gg/powersurge-nym-zeratul
>>512445
>https://discord.gg/0Y4utWZT6cvX4otq
i've never used discord, is there a reason it has expiring invites? At any rate, can't get in
>>512457
https://discord.gg/0Y4utWZT6cwRXFYz
didnt see the thing that said no time limit until today.
>naming convention for the project
obj files
l_cgm_meeters_uv_ver1.obj
orientaion on the screen (l, r, c)
your name
name of object
does it have uvs? if not put "nu" instead of "uv"
version, go up to 9 then back to 1. i dont see us needing more than 10 versions at a time
textures
n_4k_cgm_clockFace_ver1_u1_v1.exr
type of map (n - normal, s - spec, d-diffuse, b-bump, t-transparency, r-reflectiivity,g-gloss)
texture size
your name
name of object
version
uv coordiates
if you need to export animation, do it as a fbx and follow the same type of naming convention. there shouldnt be too many animations if any at all so it wont be a problem if they arnt all the same.
LETS JUST PICK A REFERENCE CONCEPT ART FIRST GODDAMMUT >:O
I vote for this one : >>512124
This shit would look epic in unreal
>>512601
Get some artfags from /ic/
Or I can draw some too.
Everyone wants some epic land/cityscape, right?
Fantasy SF, with some oriental anime shit.
i think that some of the areas from machinarium could be nice.
>>512608
OPs premise was a futuristic cityscape, which would look amazing with UE4. Do we have like a google drive so we can send stuff and archive everything ?
Doesn't anyone remember the previous times /3/ tried this?
>>512626
this is what it looks like now, even though theres like 2-3 people that havnt decided which part they want yet
>>512628
This is really boring and dull. You picked the most basic concept with no depth whatsoever.
>>512628
i can build a tank in zbrush
>>512198
this seems more fesible than the car park
>>512629
i didnt pick it, many people decided on it.
you dont have to work on the project if you dont want to
Are you doing the characters I could have a go at one of them.
>>512628
THE BASTARD VERSION LIVES ON
>>512629
You clearly never used UE, it will be a really nice scene
>>512648
Nobody had stepped up to do that so feel free
Blockout done.
>>513129
not yet. Inside of the pant legs are still square.
>>513130
I will plump em up in zbrush. I find poly modeling tedious nowadays.
>>512692
the scene is very boring and doesn't even need UE. its babby tier basic shapes with shitty rust textures and a light bake and thats it.
>>513132
you must be such a good artist, how about a portfolio?
>>513137
I'm guessing you're an employer right ? or the CEO of ILM or something, since you seem to have the credentials to judge a portfolio right ?
>>513237
>>513137
>>513229
Woops, I thought this was the Star Wars thread. Whoever posted >>513132 is a fucking moron. I'm in no way related to him. Here's the SMG I am currently working on for fun, I am: >>513237. Again, I am in no way related to that idiot, sorry for the confusion.
>>513230
Uhm, we're all artists here most likely. Can not an artist judge another artist?