NextGen Small Scene - Polypilot
BAHAHA nice good luck

I've done a quick sketch.
Starting with highpoly modeling now. I hope I wont get problems with the polycount since I'm using many cylindrical shapes.
I might have to cut some pillars at the end, we'll see.
Cheers!
some hp wip work:

Nice high polys! You're not getting carried away with detail on zb, that's good, cos it's very easy to go crazy with the brushes and end up with bloby geometry!
Keep up man.
I'm planning to have a destroyed version of all materials with deep cracks etc. and blend them in wherever I need.
So the future sculpts wont looks as boring as these ones 
Hi man, I've always wondered how to get those curvy spiral shapes in ZB, would you mind showing a quick demo of your workflow? Thanks and great work 
The spiral shapes were done in max. The entire top bit has quite a complex shape and I feel much saver doing these in max.
I use zbrush for non destroyed stone surfaces only to do the little cracks on the sides and do small changes here and there to get rid of the "computer generated" look. It's very subtle but at the end it feels much more natural.
small update:

i really like the details :-)
That scrollwork on the cornice looks great!
Beautiful!
very good detail
really nice highpoly details, can't wait to see it all coming together
Great work!
I love the leaves 
Thanks everybody for the nice comments
I'm glad you like it so far. More updates will follow soon. I have time to work on it tonight.
great work so far :)
looking forward for updates.
Very nice details . Cant wait to see more
I finally got some time to work on more high poly sculpts. The stairs are wip. The thing on the left is for the ceiling. The other two pieces are destroyed versions of the pillar pieces I've made before. I'd like to use material blending for destruction so I have to make a destroyed version of all sculpts.
One thing I might need to explain. I want to add high frequency details (stone structure / noise / ...) by using crazybump and photoshop,
so I can still control the intensity of the noise and small details. I want to avoid that the normalmap becomes too noisy.
Great . Details right there , where they supposed to be.
i think you have the perfect amount of details in your sculpts. maybe even too much in the of the roof thing - might come out as noise which would be a shame.
keep it up 
Yeah, I'm not sure about the ceiling piece as well but since it is only a flat surface the noise can easily be removed in PS. At least I hope so
Hey
Your sculpting in really inspiring. I really love the leave and flower motiv on the one sculpt. Looking forward to see the pieces put together.
You have done a great job on this so far 
Im loving the cracks and details you are putting in and it looks really natural.
Good move deciding that the high freq. detail should wait until the texturing side...this is what i tend to do as it allows for more flexibility later and you dont fall into the hole of having a noisy mesh.
Great work!
Your highpoly stuff is looking really good. The leaves turned out great!
its coming up great...some nice sculpting u came up with...gud luck
Thanks guys 
I've started baking AO, normalsmaps and heightmaps of most of those pieces.
Unfortunately I have to have a small break until next tuesday 
I hope I can finish it on time.
I can't wait to see when you start snapping all this together. Its going to look great!
Looks awesome man. How did you do those leaves?(shadowbox and matchmaker?) They are my favorite bit!..
I also have to take a break till Tuesday, so I know how you feel!..
I made a rough lowpoly of the leaves in max and brought them to zbrush to do the hp stuff.
nice is all looking really nice 
Hi,
I was working on the light setup in CE for some hours today. It took much longer than I thought. I'm only showing a small image section because the scene is in a horrible state at the moment^^ I'm still in the middle of texturing and modelling. So there are wrong colors and UV stretches all over the mesh.
I'm only using the sun as a light source so far.
I was planning to use grass as a base but I might switch to sand because it works much better with a blue sky, color wise.
Hey guys,
I'm out of this competition. We are going to crunch for a couple of weeks and I don't think that I can manage to deliver something I'm happy with in the little time I have. I never really had a lot of time and now it's getting worse, I want to focus on the project now. It was a lot of fun so far
I hope there will be more competitions in the future. Of course, when a miracle will happen I might change my mind:)
Good luck everyone!
I'm trying to make my scene simpler so I can get it hopefully done in a couple of hours only. We'll see :/
pff :|
reasonable excuses are lame! should've said that a stallion fell on your foot and you used to model with your toes.
well! christmas is time for miracles and stuff, so 
haha 
No I'm definitly out. We've got a game to ship.
We are on the finishing straight, yay!
awesome stuff!
i have the feeling i know which game you're on about? 
a shame i cant see the end result though 
Thanks Abe, I will finish it as soon as I have more time. I'm also thinking about extending the scene a bit. I got really inspired by the snow recently^^
Great to hear that!! yeah, the snow outside is beautiful, although its freezing lol
I'll keep a watchful eye on this thread 
Good luck M

Ok, now you gotta finish this 
no excuses hehe
Schnell Schnell
:)
So good, loving the GoW look you're going for!
You should find time to finish it dude, after... you know what! ;D
Ffffff
I was just down in the dumps on a scene I've been working on, scrolling through this thread and seeing the newest post, instant rejuvenation. All you guys at Crytek inspire the hell out of me.

















almost forgot to mention this:
http://www.youtube.com/watch?v=cfsU6GuMz08
www.marcelschaika.com