As an overview, we make a city. But not a common one which is built on a flat area or a hill - no, this one is built on the side of a dam.
It's a 500m-high retaining wall and the city is some sort of "hanging" on the wall.
We announce the year 2112, a time where peace is everywhere and just little guerilla gangs are disturbing the calmness. They are mostly going by every type of copters, mostly helicopters. The style is a bit Sci-Fi, some sort of a dirty utopia. Something similar to the look we are heading towards, would be the film "Waterworld", "Postman" or "Matrix".
The picture shows the city from something like 200m under the top of the dam, from the left lower corner. It is early morning, everything's blue, orange and a bit bright-pink.
The buildings are connected with bridges, ladders and elevators.
Spoomy modelled the cableway and some platforms and buildings, additionally, he textured them.
Luka modelled turbines and fans, those two big bent buildings at the top of the wall and all the other little buildings and platforms for the city.
My part was the dam itself, the top of the dam, the water wheel, materials, little assecoirs, lighting, rendering and postwork.
The time to render was 1:41 h, the scene has 505.000 polygons.
We modelled with Cinema 4D and Maya, rendering and materials were done just in Cinema.
I made the postwork with Photoshop 6. The waterfall is a mattepainting for the foreground and was done with PS 6 too (based on photos).
Littleluk:
The project "City at the abyss" was a very interesting project and
I could improve my Maya skills a lot. I was very happy to be in a
team with The Gentleman and Spoomy. Well, I was actually doing allmost only
modeling, because we decided to render and texture in CINEMA 4D.
My personal challenge was to create a look which estimates to the look of my team mates'
buildings.
The idea was to create a science fiction city on a dam in the morning.
In order not to make everything look like the same we decided to model
some sets of buildings and order them completley random with a modified version of
The Gentlemans "Oban 1.0" Expression. Basically this was very funny because
everything looked completely random and thats exactly what we wanted.
Finally I want to thank The Gentleman and Spoomy for the finishing of the image while
I was away.
Spoomy:
So, how was the teamcontest for me?
I think it was one more piece of knowledge I gaine in my "CG-carrer".
I mean, it was just a little learning process for me, I think Gentle did the most. I don't just think so... he really did the most.
With hindsight, I am pissed because I was so addled... Gentle has just a great staying power and therefore, I envy him.
I think I have to start a big project in the near future to boost my abilities, especially in texturing, painting and colour choosing.
That's one of the reasons why Gentle did the main part of the project -
in fact, very well!
Nice regards,
Spoomy
Gentle:
It was a very funny and instructive project. Luke modelled in Maya, so I had to do almost all the materials and discovered the fun of texturing, which I was annoyed of before the project.
In modeling, I could allow my fantasy full bent. And then came the point of progress, where we had a whole textured dam and some features, but no city :D
Incidental, I had the idea of using a moified OBAN 1.0 for modeling the city... three building-parts and one platform per house, randolmy aligned. The bridges are made with OBAN too, the ladders are hand-placed.
Luka gave all the litlle buildings a certain style, which I was very glad of. The project became really stressful in the last night, when nothing worked; the city alignment looked really bad.
But then, the next morning, I achieved to make a clear alignment. The last day was very productive, and we battled each others with painting the waterfall and lighting the scene.
In the evening, I finally managed to make a good-looking light setup and then postworked it.
It was cool to work together with my teammates, I liked the project a lot.
HIGH RES:
http://x5.freeshare.us/view/?116fs293872.jpg



