And yet another art dump of a project we worked on earlier this year. Offensive Combat by U4ia, an online competitive shooter running in browser on the Unity3d engine.
So far our biggest, maybe not from the scope, but from the workload, we had 10 artists working on it over the past few months, creating all together around 200 Assets (or 56 if you don't count the modules individually), 27 full character concepts and 14 full 3d chars made of 5 modules (head, torso, arms, hands and legs), a couple of weapon concepts and a couple of 2d and 3d head modules for the game.
I'll update our model viewer every now and then, as soon as new ites are ready inside offensice combat.
Thanks to Spencer 'nrek' Kern who contacted via polycount, and also thanks to Mark Duncan, the art director. It was a really really fun project to work on.
okay enough of the babbling
All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.
or better
Watch it in 3D!
the biggest challenge was to make every character fit the one base rig, i took the chance to tweak some things on the cheerleader as the long arms really don't suit her very well, its not such a obvious thing in game and in motion, with guns equipped, but in still we felt like it was better to tweak this a bit.
Also a big thank you to
Andrey, Bob, Denis, Efgeni, Jana, Johannes, Max, Michal, Patrick and Stephan to letting this happen, was a cool project.
now lets assemble some of the concepts our huys and girls did
also i hope the other guys from u4ia and the other outsourcers join us in this thread ^^
Replies
more to come, maybe i can set up some breakdowns, sculpts, wires and textures, will talk to the client
~t
Tito, yeah when i have more time i' prepare some more chars in this manner, for now here is the soldier, a bit bigger rendered, with textures and highres sculpts.
the shader reads the property map as follows
R = Reflection
G = Spec
B = Emissive
the soldier was started by me, later efgeni joined in on the blockout and first details, but had to drop out, this is when Stephan took over and finished him, so most of the work has been done by Stephan. There is a global gloss value per object, no extra gloss map, after all this is still a browser game
sadly i couldn't prepare more images this week, the work and some private issues kept from doing so
still waiting for 4 more rigged characters from u4ia so i can update the modelviewer as well,
anyways, lowpoly and flats of the cheerleader by Bob
http://www.mmowood.com/offensive-combat/
great job you guys
wait, is that cheerleader doing the shocker?
The project looks like it was a ton of fun to work on
Tdub: well some things needed to be changed while working on those, be it because of the art direction, or tachnical limitations, because all characters have the same rig. maybe i should have worked over him for the webplayer, like i did with the cheerleader, ingame the girl look more monkey, than the monkey do ^^
leleuxart: uhm nothing very special, at the beginning of the production it was very classical, rough basemesh modelling, sculpting, retopo for lowpoly, baking, texturing (everything is handpainted, no photos used whatsoever). During the production the workflow has changed to a fair bit at least for me. I switched to Dynamesh in this production, removed basemesh generation almost completely or lowered it a fair bit - besides hard surface stuff - i still think zbrush isn't acurate enough for hard surface and makes changes too complicated.
Also I switched from doing textured entirely in post, ie. Photoshop or 3dcoat on the lowpoly, to doing a lot of basework in zBrush with polypaint.
@notes: i found it kinda simple - from time to time i play it in the lunchbreak.
Thanks Guys! Hope i ha e the time to do a viewer for the released heads we did soon, and will get our others chars rigged and ready for release, there are still plenty undisclosed