Good news and bad news. Bad news, I cannot finish this contest in time. Good news, I have been selected to demo my game to 500 players on the 11th and it's the best move career wise for me to make the most of the demo. A little sad to have to pull out of the contest but I cannot miss this great opportunity.
Now to think of it though - which makes me feel a bit better, all these models I was/am making are going into my game anyway. This contest came at good time for my project as it made me look at it in a more polished final aspect instead of just thinking about code and game play. So in reality this scene I was making will turn into a scene that I'll bring into my game.
Now sometimes contest's have submission date extensions and if this happens well.....
I feel as though 70-80% of the models I wanted are done. Do to time, I don't want to make anything else instead, I'll use the Asset Store to complete the scene. I started to play with some textures from Substance Share and ones that came with the Assets. I mainly have scoured assets that have had electrical wires and boxes and I'll list those all at the bottom. Next on the list is to make/procure some signs, hand-rails, light fixtures, fences and distant destroyed city.
In this project I really just wanted to focus on making something really detailed like I never have before. Part of that is scattering rocks on the ground as well as making those pipe bolts and electrical box lines.
Away for the holiday a not near a PC so I used "old school tech" to still work on the scene, a pencil and paper! In fact, I found this has been an excellent way to get ideas down. Next step - I'll start with making some custom electrical boxes and pipes and also use a few assets from the store for more common items. I made a hanging cables and pipes tool in Houdini and can't wait to see it in Unity next.
This is an original game concept of my own, this contest is a great way to see how far I can take my skills, experience and tools to make this idea a photo-realistic reality.
Working with concept artist Chris Cold's over-paints to get the initial feel, it was off to making or procuring models from the Asset Store to start to bring together something believable. I love the hanging cables and the feel of a building getting ripped apart.
I also came across work from artist Cornelius Dämmrich [https://zomax.net/gallery/0010-am/] who blew my mind. I found huge inspiration in his direction composition and details.
The buildings required a certain feel so I'm using Houdini with Voronoi fracturing for the job.