|
its so good..cant stop looking at it
|
, polycounter,
797 Posts,
Join Date Nov 2009,
|
awesome work. Loving the game so far!
Freelance FX Artist | spacehulk-game.com
|
, card carrying polycounter,
2,253 Posts,
Join Date Jan 2005,
Location Austin, TX
|
Beautiful work! I would love to see some textures if you get permission. It would be helpful to see how some of this is broken up.
So, for most of the scrolled details and patterns in the panels, etc. are you using Zbrush as your base application to create the textures like those rooz3d videos?
|
, triangle,
469 Posts,
Join Date Jun 2007,
Location Durham, NC
|
created hi
on 12-01-2011 12:02 PM
Great to see such a positive response! Thanks everyone. As for the method, most of these textures are done in the fashion of Rooz3d's/Behrooz (who is one of my personal heroes) and most of them are not unique, just creating a bunch of rock shaders, brick, tile, trim and blending them in about every way imaginable. 
-Jeremy
|
, line,
56 Posts,
Join Date Oct 2004,
Location Santa Monica CA, USA
|
Well thank you, Jeremy! Now I'll just have to study those all night and probably drown in my own slobber. [/kidding]
You're awesome for doing this and fabulous work on the game. Congratulations and thank you once again.
Added to the list, btw
http://wiki.polycount.com/CategoryReferenceGameArt
Last edited by d1ver; 12-01-2011 at 12:20 PM..
|
, dedicated polycounter,
1,419 Posts,
Join Date Jan 2008,
|
Quote:
Originally Posted by RoachMXF
Great to see such a positive response! Thanks everyone. As for the method, most of these textures are done in the fashion of Rooz3d's/Behrooz (who is one of my personal heroes) and most of them are not unique, just creating a bunch of rock shaders, brick, tile, trim and blending them in about every way imaginable. 
-Jeremy
|
Awesome. Thanks for the quick response! Yeah, must be pretty amazing to work with Behrooz.
|
, triangle,
469 Posts,
Join Date Jun 2007,
Location Durham, NC
|
Awesome work! Can't believe that kind of detail can go into a console game.
You should be awesome and share some pipeline tips 
|
, null,
11 Posts,
Join Date Dec 2009,
|
Awesome work man!!
|
, vertex,
38 Posts,
Join Date Mar 2011,
Location KELOWNA, BC
|
Beautiful work!
|
, Moderator++,
1,545 Posts,
Join Date Oct 2004,
Location Austin Texas!
|
let me get this straight... they provided u with models and normals (high relief only, i suppose) and u did the textures? I'm surprised these kind of positions actually exist
the "shaded" atmosphere in these screenshots make the textures shine. really lov'n that bridge decoration
The avatar tells all
|
, dedicated polycounter,
1,887 Posts,
Join Date Nov 2004,
Location Israel
|
created hi
on 12-01-2011 08:07 PM
Thanks guys, Bobo, I have been a longtime fan of your work. I have been lurking these forums for about a decade,I rarely post though.
Shotgun, Each level is paired off with one modeller and one texture artist, for Sandlantis and Yemen I had a modeller that would do the environment mehses, and then I would work on the textures and shaders, we are responsible for all of the normals in the environments. Texture/shader artists do some modelling ourselves in maya so that we can use them for our zbrush tools. We create our textures on the 2.5D canvas and of course Photoshop is part of the workflow. We also do the UV work, so it is a hybrid role.
Last edited by RoachMXF; 12-01-2011 at 08:13 PM..
|
, line,
56 Posts,
Join Date Oct 2004,
Location Santa Monica CA, USA
|
So the modeler then doesn't do any high poly work and that's all taken care of by the texture artists?
(V) (;,,;) (V) woopwoopwoopwoop
|
, dedicated polycounter,
1,680 Posts,
Join Date Aug 2006,
Location Minnesota
|
Seems like the texture artists are doing more work then the modelers? :P
Nice work man!
|
, triangle,
381 Posts,
Join Date Apr 2009,
|
I finished the game. Excellent textures 
|
, vertex,
27 Posts,
Join Date Mar 2011,
|
Amazing game. The detail is incredible. I remember looking at the floor on the ship level, the stage area, and there were even cigarette butts amongts the dirt.
Loved that last level, so detailed. The bath house really stood out too. I had started making a turkish/persian bath house for my portfolio, and when I saw this I felt like giving up! How long would it take you to make something like that? Do you get good reference photos for everything or do you still have to search for images?
And as joshflighter said, sounds like the texture artists do more work than the modellers!
|
, spline,
115 Posts,
Join Date Aug 2010,
Location Hampshire, UK
|
ill till stop every now n then as im playing multiplayer to just examine some of the texture work.. unfortunately causing me to get killed XD
truly amazing and inspiring work.
|
, card carrying polycounter,
2,031 Posts,
Join Date Apr 2007,
Location Belmont, CA
|
Great work! You guys did an awesome job on this game. I love the detail you go into.
|
, line,
97 Posts,
Join Date Sep 2010,
Location USA
|
Looks amazing mate! Haven't played any of the games though (no PS3 :/).
Check these videos, loads of info on texturing environments from on of the tech guys at Naughty Dog - http://www.gamertalk.tv/?p=501
|
, spline,
140 Posts,
Join Date Aug 2009,
Location United Kingdom
|
Niice! Every game you guys put out just keeps looking better!
|
, polycounter,
1,012 Posts,
Join Date Feb 2009,
Location San Francisco
|
Hey everyone, Thanks again. As for the texture artists versus the modellers, I would say the texture artists have it easy compared to the modellers, those guys are basically the caretakers of their realms. If anything goes wrong it falls on their shoulders, while we hide behind our Cintiq's. Not only is that a highly technical role, but also very challenging artistically, so actually we have it easy compared to them 
P.S. That link that martinszeme posted is excellent, that is my lead technical artist explaining how we work. Teagan started as an environment modeller, but is basically a boy wonder.
Last edited by RoachMXF; 12-02-2011 at 01:07 PM..
|
, line,
56 Posts,
Join Date Oct 2004,
Location Santa Monica CA, USA
|
nice textures,
but what happened to the art direction of uncharted?
Where did all the colors go? This is as blorange as it gets..
How is a blue fog in a yellow env even possible? I mean fog get's it's color from the light .. and that is clearly orange..
|
, polygon,
722 Posts,
Join Date Dec 2005,
Location Frankfurt
|
if the fog was yellow/orange everything would blend together. using a blue to contrast all the warm tones really helps pop the silhouettes and shapes, and adds contrast to the scene. while it might not be 100% realistic, visually it looks a lot nicer than everything being orange I would say. Im guessing this was the art directors goal, cant really say as I dont work for ND but its a common practice.
Nice texture work dude, this stuff is phenominal. also, nice work on getting material definitions reading well with the shader work, the whole other side of texture art. super solid. I was wondering if you have any resources for creating all those ornate shapes and details in your trims? was it just free handed or do you guys use a library of masks and stuff?
|
, dedicated polycounter,
1,633 Posts,
Join Date Sep 2008,
Location Montreal
|
There are more contrasts than the complementary contrast..
Bright - dark, saturated - unsaturated etc.
Doesn't matter, probably wasn't his decision anyway ;)
|
, polygon,
722 Posts,
Join Date Dec 2005,
Location Frankfurt
|
amazing art! these games have always looked good but now its insane! cant wait to get it
|
, triangle,
256 Posts,
Join Date Feb 2011,
Location Sweden
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|