SOOOOOOOOOOO Freaking good! I just picked up my copy and I am pretty excited to get home and start playing. I have to say I am insanely jealous of all you guys with you Jedi Master art powers. Great work and thanks for the inspiration.
Bigjohn - Thanks dude! Mmm as far as texture process goes, I'd say similar to what the dota 2 texturing guide does. Except I usually waste more time painting in the directional lighting and handpainting some key or fun parts
BoBo - Thanks man I appreciate it! It was great getting to work you with and the rest of the character team, and scramble to try and keep up!
I took some shots of the Guardian in-game and thought I'd share some cool ones, since I don't actually have any good ones from the project. I worked on this along with Tohan Kim, with some edits from BoBo and Scooby on some of the arm wall-run stuff I believe. I did the ingame model
(including many hours making it possible for him to break up into over 350 pieces), the unique sculpted pieces (with a second damage pass by Tohan). Textures were also a mix of Tohan and I, sculpting on the tileable textures was done by Tohan.
The construct hammer was all mine though!
Credit to the environment team (sorry not sure which artist) for the soulstone.
Tons of praise for the FX artist (Sam Gage) and animators and riggers (I think Scott Marshall did all or nearly all the animations for this guy). They really brought this big guy to life!
All the models and textures so great looking are put to shame on PC version, in honesty the pc port is playable but not as good looking, and has very limited graphical settings.
Damn, Hunter with the thrown down! Well I spent most of my time at Vigil on DMO (god I wanna show that stuff!!!), but BoBo was cool enough to let me do a couple of things for DS1 and DS2 during my tenure there. Was the greatest pleasure of my career to work with all the talent that studio was able to wrangle.
Here is the non DLC stuff, before the army of skilled interns came and took the cool stuff! (hopefully DLC updates in 30 days)
Bigjohn - Thanks dude! Mmm as far as texture process goes, I'd say similar to what the dota 2 texturing guide does. Except I usually waste more time painting in the directional lighting and handpainting some key or fun parts
So you do actually bake a directional light? I mean in addition to the ambient occlusion?
amazing work, shame that the textures in the actual game were downsized so much, you guys should talk about a HD texture pack for PC, kinda like Bethesda did for skyrim
Hey Bobo "James Brian Jones!" Can you hunt down the environment folks to post some stuff too? There are tons of statues and cool skull piles and fantastic trees and architecture that need to be featured as well. The characters are lovely but 90 percent of my screen in this game is filled with the levels and their grandiose visual. Please please dig up some portfolio images form the staff or kick them in the rear so they get around to posting stuff for the rest to see. Regarding the environments did you end up baking a lot of AO maps to make all the tiling textures all nice and settled in? Come on you level artists, come out of the wood work and spill the beans on the fun challenges you had on this project.
Been playing this game for a while, and you can tell that the best of the best in polycount worked on this game. It really is a shame though that the PC version's textures were downgraded. HD texture pack please!
Loving this game so far! Just beat the Wailing Host, he was super badass, would love to see some art of him , though I guess you can't reveal all of Vigil's secrets
Awesome - i love this style !
Defiantly want to practice this kind of style and stuff
Great work guys, ill buy the game - when iam done with my bachelor thesis
Replies
BoBo - Thanks man I appreciate it! It was great getting to work you with and the rest of the character team, and scramble to try and keep up!
I took some shots of the Guardian in-game and thought I'd share some cool ones, since I don't actually have any good ones from the project. I worked on this along with Tohan Kim, with some edits from BoBo and Scooby on some of the arm wall-run stuff I believe. I did the ingame model
(including many hours making it possible for him to break up into over 350 pieces), the unique sculpted pieces (with a second damage pass by Tohan). Textures were also a mix of Tohan and I, sculpting on the tileable textures was done by Tohan.
The construct hammer was all mine though!
Credit to the environment team (sorry not sure which artist) for the soulstone.
Tons of praise for the FX artist (Sam Gage) and animators and riggers (I think Scott Marshall did all or nearly all the animations for this guy). They really brought this big guy to life!
Wish I could play it now, but have the PC version, so I got to wait a while!
Love the stuff, great work guys!
Except that fantastic job and game
Here is the non DLC stuff, before the army of skilled interns came and took the cool stuff! (hopefully DLC updates in 30 days)
Are the two Dragons that pull the king of the dead's pirate ship going to make an appearance in this thread? Pretty please?
Nice Kotaku gallery with some environment here
Hunter, you and Tohan did an amazing job with that boss!
- BoBo
beautiful work you guys
So you do actually bake a directional light? I mean in addition to the ambient occlusion?
those colors, those details, truly an amazing work you guys have done on ds2, congrats!
you are awsome!!
http://autodestructdigital.blogspot.com.au/
Too bad the PC port is doing a poor justice to all your good work. I was expecting hi-res textures for the PC version, but it seems it can't be helped like in too many ported games, or am i wrong?. http://kotaku.com/5935786/darksiders-ii-and-sleeping-dogs-a-tale-of-two-very-different-pc-ports
Do you know if there will be a hi-res pack like with Skyrim or Sleeping Dogs?
"Skiffy the junkyard monster signing out!"
Crazy impressive...those textures make me feel all fuzzy inside. Congrats to all who worked on this
Unfortunately, I cannot afford the collectors edition. You know. I'm a poor art student - you've most likely all been there
Maybe it's just easier to see on the in-game model while in motion
Congrats to all who worked on this - it looks sublime!
Did most assets receive a high-poly bake then?
Guys you're amazing, nice texturing and models! Weapons are superb! :thumbup:
Defiantly want to practice this kind of style and stuff
Great work guys, ill buy the game - when iam done with my bachelor thesis