Hi all. I've always lurked the site but never posted anything.
Now that Second Son is out, I guess it's safe to post some of the work I did for the game. I took these screens before I left so they may look a bit different than the retail version, and a few things ultimately got cut from the game.
Modular pieces I designed and planned for the vehicles
I was involved in the early prototype, planning, and some art of the D.U.P. structures.
The towers you see in the game are built with modular pieces that artists can use like lego blocks to build a complicated network of connected towers and platforms
Some additional pieces to add flavoring and silhouette changes to the structures.
The D.U.P.'s style involves with some crazy ass pipes and a ton of light rigs.
I took some high poly models I've made into keyshot for some beauty renders, they are pretty high rez, hope you like them.
Sorry if I put you to sleep. Here're some bonus materials I created. :poly136: http://imgur.com/a/Pt24H
Some RND materials I did for the vehicle pipeline (DISCLAIMER: this is some pretty old stuff before they switched to PBR for their engine, and it's probably not the right way to do good shaders for cars) http://imgur.com/a/RshEi
Curvature map tutorial I wrote for fellow coworkers http://imgur.com/a/vxhDg
How to create angular surfaces for normal map in Photoshop using gradient http://imgur.com/a/raHVh
Maya normal map baking tutorial http://imgur.com/a/6u9JY
a write up on how to fix mip seams and plannings http://imgur.com/a/qlCpg
How to fix shadows from texture sources
Looks very good!Can you give us some specs about the car models?Also,what time-frame you had for a model?
I have to say I've read all your tutorials and they are very inspiring!
Thank you all! Here're some wires if anyone's interested, I took them before I left and I know that a lot of the models have been optimized before the game has gone gold. These wires are indicative of the level of fidelity we aimed to achieve for the vehicles in Second Son.
Looks very good!Can you give us some specs about the car models?Also,what time-frame you had for a model?
I have to say I've read all your tutorials and they are very inspiring!
Thank you! I'm glad you enjoyed the read.
Coming from inFAMOUS 2, right off the bat we knew that the vehicles need to have destruction states. That means doors, hood, trunks need to come apart as well as windows and windshields. Because of those parameters, it means we have to create more assets than you normally would need than just a simple car model, that would mean engines, interior items, and some gears you'd see in the undercarriage. All the cars have their own unique 1024 x 1024 textures while reusable parts are all packed together. Since it's PS4 and we knew we have a bit more processing power to spare. The goal then was to try to add more tessellation to curves so the game model holds up even when look at up-close.
The shell of the cars usually take about a little over a week to complete, from high poly to low poly and baked maps. The APC took roughly about a week and a half. (It was made for the Sony PS4 debute trailer)
Replies
Hatchback (this got modded into a taxi)
D.U.P. APC
Samples of vehicle and misc textures
I was involved in the early prototype, planning, and some art of the D.U.P. structures.
The towers you see in the game are built with modular pieces that artists can use like lego blocks to build a complicated network of connected towers and platforms
Some additional pieces to add flavoring and silhouette changes to the structures.
The D.U.P.'s style involves with some crazy ass pipes and a ton of light rigs.
Pedestrian checkpoint
Sorry if I put you to sleep. Here're some bonus materials I created. :poly136:
http://imgur.com/a/Pt24H
Some RND materials I did for the vehicle pipeline (DISCLAIMER: this is some pretty old stuff before they switched to PBR for their engine, and it's probably not the right way to do good shaders for cars)
http://imgur.com/a/RshEi
Curvature map tutorial I wrote for fellow coworkers
http://imgur.com/a/vxhDg
How to create angular surfaces for normal map in Photoshop using gradient
http://imgur.com/a/raHVh
Maya normal map baking tutorial
http://imgur.com/a/6u9JY
a write up on how to fix mip seams and plannings
http://imgur.com/a/qlCpg
How to fix shadows from texture sources
Thank you for reading. Hope you like it.
I love the curvature tuts btw.
I have to say I've read all your tutorials and they are very inspiring!
Some good stuff here. The curvature map stuff is interesting, I gotta try that out.
That high poly engine compartment is awesome.
Thanks for sharing!
Super impressed by your KS renders! :thumbup:
Such a pretty and well made game.
Thank you! I'm glad you enjoyed the read.
Coming from inFAMOUS 2, right off the bat we knew that the vehicles need to have destruction states. That means doors, hood, trunks need to come apart as well as windows and windshields. Because of those parameters, it means we have to create more assets than you normally would need than just a simple car model, that would mean engines, interior items, and some gears you'd see in the undercarriage. All the cars have their own unique 1024 x 1024 textures while reusable parts are all packed together. Since it's PS4 and we knew we have a bit more processing power to spare. The goal then was to try to add more tessellation to curves so the game model holds up even when look at up-close.
The shell of the cars usually take about a little over a week to complete, from high poly to low poly and baked maps. The APC took roughly about a week and a half. (It was made for the Sony PS4 debute trailer)