Hey all, I just updated my blog with the work I did on Uncharted 3. I still have to add screenshots for a few other sections I worked on too. Anyway I thought I would share. Here is the link! Spoilers for those that haven't played UC3 to completion however. http://jeremyhuxley.blogspot.com/
Thanks guys! It was a lot of work but tons of fun. I will be posting more images of sandlantis and of my work on other levels tomorrow, a few here and more on my blog
I have to say that the work you guys have been doing is a total inspiration.
I'm playing through Uncharted 3 now and I've been resting my jaw on the floor constantly throughout.
This game has the best graphics in my opinion, while i play this game i cant´t stop looking arround everything, look every detail, the color, the models too... amazing work, simply the best for me.
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?
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
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.
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.
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
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.
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!
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
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.
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?
Everytime I play Uncharted, I always like looking around the environments for a good 5 minutes trying to get it all in! As usual, Naughty Dog does a great job on their textures
Question: Those rocks in the first shot and in some of the other ones...do you blend/mix three different rock textures or something? I try to look for tiling but it's a lil hard to see it on the rock meshes sometimes considering it's all just that same rock but the only answer I could give myself is if there is more than one rock texture being mixed in there somehow.
Replies
Some weird indoor lighting in some of those shots, especially the last, looks really flat. Not your fault just pointing it out
The first shot with the rock and intricate details is absolutely stunning.
Still waiting on my U3 copy, can't wait to play it.
I'm playing through Uncharted 3 now and I've been resting my jaw on the floor constantly throughout.
If you are allowed it would be great to see some flats, what would be even more awesome is to see some breakdowns and workflows!
Awesome Jeremy !
How many of these are unique vs tiled textures?
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?
-Jeremy
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
Awesome. Thanks for the quick response! Yeah, must be pretty amazing to work with Behrooz.
You should be awesome and share some pipeline tips
the "shaded" atmosphere in these screenshots make the textures shine. really lov'n that bridge decoration
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.
Nice work man!
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!
truly amazing and inspiring work.
Check these videos, loads of info on texturing environments from on of the tech guys at Naughty Dog - http://www.gamertalk.tv/?p=501
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.
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..
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?
Bright - dark, saturated - unsaturated etc.
Doesn't matter, probably wasn't his decision anyway
^ My head anytime I see something this amazing.
Great work! [p.s. you have my dream job!]
Question: Those rocks in the first shot and in some of the other ones...do you blend/mix three different rock textures or something? I try to look for tiling but it's a lil hard to see it on the rock meshes sometimes considering it's all just that same rock but the only answer I could give myself is if there is more than one rock texture being mixed in there somehow.