Hey guys!
I recently got just enough free time at work to assemble somewhat of a portfolio for my work on Far Cry 3. I modeled most of the weapons, fixed some outsourced stuff, sculpted some crafting items (on extremely short notice :poly124:) and various other first person or menu props.
For the weapons anyway, it was a crazy challenge fitting what we were trying to achieve into memory, our game being an FPS open world lead on PS3; our budget for weapons was around ~6 MB.
Very Nice, really good material work, are these rendered using the same tech as Far cry 3? or some kind of maya/max realtime viewport
Thanks
It's all straight from FC3 (i.e. Dunia Engine) with an Unlit plane as backdrop.
The only exception is for the P416, that is real-time screenshot taken from marmoset toolbag, but its the same asset/result with LOD0-D,N,S,G, minus a few Dunia-specific material perks.
Love these! The bow looks great, tempted to try something like that myself soon. The metal you've got going looks really good particularly, especially on the pistol and SVD.
This work is more than inspirational. As awesome as the weapons are, and dont you worry... They are going into the main inspiration folder lol, but the relics are what really stand out to me. They have so much character. Awesome work man, the spec is incredible on a lot of this work.
These look pretty nice! Did you do the modeling on these, texturing or the entire thing?
Yeah, basically my workflow is:
Concept / Research:
For weapons that arent 1:1 realistic. Example would be the flamethrower, which is inspired by the LPO50; however the LPO has a fuel backpack, we needed a canister/ammo based flamethrower. So I came up with a few designs in max.
I dont get concept art so its really just doing the concept as I do the high poly. I usually talk to and show animators what I'm doing and we come up with things that could be cool animation wise to spice up the weapon. In the case of the flamethrower, we added that pump/lock mechanism for the reload.
High Poly:
High Poly using 90% 3dsmax, on the rare occasion I use zbrush. Obviously for those two knives, I heavily used Zbrush with basemeshes from max.
Low Poly:
I came up with a pipeline to speed this portion up as its usually pretty boring and soul crushing. Low poly max for FC3 was ~10,000tri
UV Set:
Again, super quick pipeline for UV, with the help of TexTools in the finishing portions. After ~40 hard edge weapon unwraps on FC3 though, uuuughhh unwraping. So jealous of organic "pelt" uving. The difference in time between hard edge model uvs and organic model uvs is just absurd :P
Lots of hardcore tetris UV for FC3, along with very strict mirroring and instancing, as first person weapon textures for consoles are 512px D,N,M. PC is 1024, so we can use all the pixel ratio we can get. With the help of our 3d programmers, I came up with some solutions to narrow the gap between console tex res and PC using some material/mask tricks.
Bake:
Nothing special here, just N and AO. I started baking Curv maps for the project I'm on now but its not super essential. My updated bake workflow is N,AO,~Curv in Xnormal and Light,Color Coding in max RTT.
Rigging and node setup:
Setting up Bones, Nodes (Dunia), Skin, Collisions, Physics parts, Attach points, FX emitters, etc and export.
Integration:
Setting up archetypes in the engine (pickup, visual, properties, skel)
Tex/Mat:
Textures and materials. Most weapons have skin (paint job) support so splitting materials accordingly. On average we have like 40 weapons with minimum 6 skins each and each skin varies each of the materials on the weapons which can contain average about 4 or 5 mats per weap.
For most of the weapon textures, I used Viewport Canvas in max to paint dirt and crap. It's a relatively weak tool but with the amount of weapons (and other props, crafting items) I needed to make, I needed a fast solution.
LODs:
Super strict LOD/LOD splitting. LOD 0 as mentioned is max 10ktri and LOD1 drops 75%. Each LOD is a 75% decrease, to fit in memory. Weapon budget for FC3 is ~6MB.
Holy hell that is a LOT of work you've done there! Excuse me whilst I save all of these into my inspiration folder. Also "hardcore tetris UV" - fantastic XD
love this game. last thing i did in the game was a challenge that changes your weapon after every kill which really makes you appreciate the amount of awesome weapons in the game
512 for FPS weapon textures sounds very small! Can you give any tips for scaling different UV areas to make sure small details aren't lost (for instance, the small stamped writing on the P416 receiver, or the "LOCK" text and screw on the bow)? Do you have a specific workflow for this or do you just kind of eyeball it?
You mentioned you developed a pipeline for speeding up low-poly creation. Can you talk more about this? I'm intrigued.
512 for FPS weapon textures sounds very small! Can you give any tips for scaling different UV areas to make sure small details aren't lost (for instance, the small stamped writing on the P416 receiver, or the "LOCK" text and screw on the bow)? Do you have a specific workflow for this or do you just kind of eyeball it?
You mentioned you developed a pipeline for speeding up low-poly creation. Can you talk more about this? I'm intrigued.
Very cool stuff man!
Hey no problem
512 for fps weapons is small. As a result, the weapons have mirrored details 90% of the area, only key items are fully unwrapped. Lots of instancing here and there, for example, baking and texturing a single Picatinny rail notch and instancing it in the low res, and so on.
Some barrels have quarter unwraps as another example.
I could not afford too much of the adaptive UV shell size technique (closer polys have bigger uv shells), because of our dynamic cover system which shows the left, top, right sides of the weapon frequently.
The text on the bow is alpha floaters
To help maintain sharpness on console I asked for a tiling spec mask that breaks up the main mask, among other material features but thats the most important.
Speed up in low res creation not something mindblowing, just small tricks for really quick uv mapping, with the help of textools in the end. The instancing and mirroring ties into this.
Also using viewport canvas to greatly speed up texturing, as well as setting up a max base mesh that would require the least amount of cleanup between your HR and LR, and learning to love (pro)boolean to create complex HR shapes.
Those are some nifty tricks, and some hefty constraints you overcame. The tiling spec mask thing is really clever. Very cool.
I've used 3d painting tools for cartoony handpainted models but for some reason I never thought about using them on realistic hard-edge models. I imagine that was a huge timesaver; can't wait to try that workflow.
I'd love to see texture flats for any of these models!
I'm amazed that a single 3D Modeler for a major mainstream game is responsible for creating not only such a large cache of weapons but also everything from textures to rigging. I was turned off with the major CGI studios in how it requires a small army of artists to achieve any asset but video games apparently haven't progressed to those dizzying levels of complication yet.
Aww, sick man, SICK!
pls tell me, how did u make wearing/scrapes? and how much time did it cost you to make one advanced weapon like MP5 or M4? (just approx model+textures+shaders)
Nice stuff! On average, how long did you have to complete a prop or weapon on FC3?
Also, is there any way you could elaborate a bit more on this?
Thanks!
Yeah
Takes a week to a week and a half for weapons. The longest part is usually coming up with a design during high poly because of no concept art
I asked for a tiling mask slot that gets combined with the original mask map to preserve some sharpness for console, as well as a tiling diffuse. But because of the customizable skin system, the skins ended up taking that diffuse slot.
Besides that, got some sharpness and 'levels' control in the mat for the mask to preserve that sharpness as much as I could.
I had a second normal (tiling) slot as well early on but was removed halfway in prod as our engine went deferred and the materials got optimized.
Replies
:O
I herped a bit and forgot about this guy:
I had to rush these shots out a little bit, when I come back from vacation I'll see if I can post some high poly screens.
FarCry is fun, still haven't played 3 yet 1 was awesome for me.
Thanks
It's all straight from FC3 (i.e. Dunia Engine) with an Unlit plane as backdrop.
The only exception is for the P416, that is real-time screenshot taken from marmoset toolbag, but its the same asset/result with LOD0-D,N,S,G, minus a few Dunia-specific material perks.
Congrats
Bravo, sir. Bravo.
Ah yeah good call; I am going to post more personal stuff as well though
EDIT: Thanks everyone
Yeah, basically my workflow is:
Concept / Research:
For weapons that arent 1:1 realistic. Example would be the flamethrower, which is inspired by the LPO50; however the LPO has a fuel backpack, we needed a canister/ammo based flamethrower. So I came up with a few designs in max.
I dont get concept art so its really just doing the concept as I do the high poly. I usually talk to and show animators what I'm doing and we come up with things that could be cool animation wise to spice up the weapon. In the case of the flamethrower, we added that pump/lock mechanism for the reload.
High Poly:
High Poly using 90% 3dsmax, on the rare occasion I use zbrush. Obviously for those two knives, I heavily used Zbrush with basemeshes from max.
Low Poly:
I came up with a pipeline to speed this portion up as its usually pretty boring and soul crushing. Low poly max for FC3 was ~10,000tri
UV Set:
Again, super quick pipeline for UV, with the help of TexTools in the finishing portions. After ~40 hard edge weapon unwraps on FC3 though, uuuughhh unwraping. So jealous of organic "pelt" uving. The difference in time between hard edge model uvs and organic model uvs is just absurd :P
Lots of hardcore tetris UV for FC3, along with very strict mirroring and instancing, as first person weapon textures for consoles are 512px D,N,M. PC is 1024, so we can use all the pixel ratio we can get. With the help of our 3d programmers, I came up with some solutions to narrow the gap between console tex res and PC using some material/mask tricks.
Bake:
Nothing special here, just N and AO. I started baking Curv maps for the project I'm on now but its not super essential. My updated bake workflow is N,AO,~Curv in Xnormal and Light,Color Coding in max RTT.
Rigging and node setup:
Setting up Bones, Nodes (Dunia), Skin, Collisions, Physics parts, Attach points, FX emitters, etc and export.
Integration:
Setting up archetypes in the engine (pickup, visual, properties, skel)
Tex/Mat:
Textures and materials. Most weapons have skin (paint job) support so splitting materials accordingly. On average we have like 40 weapons with minimum 6 skins each and each skin varies each of the materials on the weapons which can contain average about 4 or 5 mats per weap.
For most of the weapon textures, I used Viewport Canvas in max to paint dirt and crap. It's a relatively weak tool but with the amount of weapons (and other props, crafting items) I needed to make, I needed a fast solution.
LODs:
Super strict LOD/LOD splitting. LOD 0 as mentioned is max 10ktri and LOD1 drops 75%. Each LOD is a 75% decrease, to fit in memory. Weapon budget for FC3 is ~6MB.
Polish and debug:
Lotsa debug
Nice but the sight position doesn't seem to be a good one because the sight is blocking the empty shells to eject.
The height was determined and matched to this, then sent to some Marines for verification. The receiver is of course, flipped.
512 for FPS weapon textures sounds very small! Can you give any tips for scaling different UV areas to make sure small details aren't lost (for instance, the small stamped writing on the P416 receiver, or the "LOCK" text and screw on the bow)? Do you have a specific workflow for this or do you just kind of eyeball it?
You mentioned you developed a pipeline for speeding up low-poly creation. Can you talk more about this? I'm intrigued.
Very cool stuff man!
Hey no problem
512 for fps weapons is small. As a result, the weapons have mirrored details 90% of the area, only key items are fully unwrapped. Lots of instancing here and there, for example, baking and texturing a single Picatinny rail notch and instancing it in the low res, and so on.
Some barrels have quarter unwraps as another example.
I could not afford too much of the adaptive UV shell size technique (closer polys have bigger uv shells), because of our dynamic cover system which shows the left, top, right sides of the weapon frequently.
The text on the bow is alpha floaters
To help maintain sharpness on console I asked for a tiling spec mask that breaks up the main mask, among other material features but thats the most important.
Speed up in low res creation not something mindblowing, just small tricks for really quick uv mapping, with the help of textools in the end. The instancing and mirroring ties into this.
Also using viewport canvas to greatly speed up texturing, as well as setting up a max base mesh that would require the least amount of cleanup between your HR and LR, and learning to love (pro)boolean to create complex HR shapes.
Those are some nifty tricks, and some hefty constraints you overcame. The tiling spec mask thing is really clever. Very cool.
I've used 3d painting tools for cartoony handpainted models but for some reason I never thought about using them on realistic hard-edge models. I imagine that was a huge timesaver; can't wait to try that workflow.
I'd love to see texture flats for any of these models!
Dont Know how :S
Editing the original post's title just gives that post a title, doesn't replace thread title
pls tell me, how did u make wearing/scrapes? and how much time did it cost you to make one advanced weapon like MP5 or M4? (just approx model+textures+shaders)
www.imgur.com (literally drag/drop from your desktop on to the site)
Also, is there any way you could elaborate a bit more on this?
Thanks!
Yeah
Takes a week to a week and a half for weapons. The longest part is usually coming up with a design during high poly because of no concept art
I asked for a tiling mask slot that gets combined with the original mask map to preserve some sharpness for console, as well as a tiling diffuse. But because of the customizable skin system, the skins ended up taking that diffuse slot.
Besides that, got some sharpness and 'levels' control in the mat for the mask to preserve that sharpness as much as I could.
I had a second normal (tiling) slot as well early on but was removed halfway in prod as our engine went deferred and the materials got optimized.