Hey all, my name's Martin Ocejo and I had the awesome chance to work on the new Sonic the Hedgehog game while at Big Red Button. I don't know if any of us have posted work, but here's hoping a few others chime in.
The game shipped last year on Wii U. Though our team had to deal with what has to have been one of the most intense production schedules in game dev history, I'm pretty proud at what we were able to accomplish on the art team. I can't imagine pulling it off with any other group of guys, all the props & love in the world to them.
Every level shot is a team effort, though the shots posted below try to focus on areas or scenes that display work I did for the game.
If you want to see more than is posted here, I've uploaded extra images+texture flats to my artstation (as well as some cool zbrush brushes): https://www.artstation.com/artist/martin
wow massive amount of work, thanks for sharing! tiling texture assets look pretty cool! good brushes too! How did you guys manage to get so much done under such pressure? any tips and tricks used to pump out assets faster or build levels quicker etc?
This looks great. I really love that it all feels so painterly. What was your approach for texturing? Do you use something like Substance or dDo or do you go for more of a hand painted approach for coloring?
There's some awesome stuff in here! I really like the sculpts! And some of the texture work is also really stunning! (some of the foliage and some of those scifi tiles really got me!)
@Ged: The easiest method was to just come up with a shared library/kits we could all use to rapidly populate areas of the game. From large blockout pieces, to more final assets that would be used to setdress the levels. These were then tweaked and fitted to whichever level they were intended to be used for. For texturing, usually after a level had gone through a 1st pass modeling phase, the two artists working on it would start creating tiling textures, then one would get a kit up and running as quickly as possible while the other started the 2nd pass of the level.
Other than that it was pretty standard - we just had to work as smart we could and re-use as much as possible.
@slosh: Not sure what I'm allowed to say, even now, but every artist had to carry a lot of responsibility. For a full level that nearly any other studio would give you months to complete, we had a fraction of that. Really had to get it "right" on the first try, not really any time for iteration and polish.
@praetus: Most of us used a combination of nDo and standard painting techniques, on top of any highpoly bakes (where needed). I'd say the majority of work that was done was 70/30 in terms of handpainted vs photo/procedural texturing. I'll probably upload a test PSD of the process sometime soon.
Hey Mcejn, I love your work! I know you're not allowed to say much about the development of Sonic Boom but I have a question regarding the first hub world you posted. In the final game, there's some remanent of that design but the world itself seems to be missing. In the CryEngine reel and E3 trailer, the hub world can be seen in its full glory. The Hub World is also present on BigRedButton's webpage.
Is it possible you can shed some light on the final status of that work of art? Not only is it stunning, but I'd say it's one of the best looking Sonic worlds.
Replies
https://cdn.artstation.com/p/assets/images/images/000/639/964/large/martin-ocejo-hpdirigible-006.jpg?1429510012
Few sample scenes:
Lastly, you can download a few neat brushes I like to use on my artstation: https://www.artstation.com/artwork/free-zbrushes
That's all for now. Thanks for viewing!
@Ged: The easiest method was to just come up with a shared library/kits we could all use to rapidly populate areas of the game. From large blockout pieces, to more final assets that would be used to setdress the levels. These were then tweaked and fitted to whichever level they were intended to be used for. For texturing, usually after a level had gone through a 1st pass modeling phase, the two artists working on it would start creating tiling textures, then one would get a kit up and running as quickly as possible while the other started the 2nd pass of the level.
Other than that it was pretty standard - we just had to work as smart we could and re-use as much as possible.
@slosh: Not sure what I'm allowed to say, even now, but every artist had to carry a lot of responsibility. For a full level that nearly any other studio would give you months to complete, we had a fraction of that. Really had to get it "right" on the first try, not really any time for iteration and polish.
@praetus: Most of us used a combination of nDo and standard painting techniques, on top of any highpoly bakes (where needed). I'd say the majority of work that was done was 70/30 in terms of handpainted vs photo/procedural texturing. I'll probably upload a test PSD of the process sometime soon.
Thanks again everyone. There's more to come!
Thanks
Thanks for sharing!
Is it possible you can shed some light on the final status of that work of art? Not only is it stunning, but I'd say it's one of the best looking Sonic worlds.