i did many of the weapon textures for this. each weapon is on a 1024xsomething texture, though certain ones also had additional textures for scopes etc. diffuse textures only.
each texture needed to be completed in under 3 hours each in order to make economic sense for me--hence the vast majority was automated heavily using scripts and a preset overlay pack i put together specifically for the project. i also made heavy use of color saturation for even easier unique textures.
- 2 days per model
- 12 hours to model (Probably including gathering refs of areas, and going back and forth wondering if that curve or thickness is about right)
- 4 hours to UV
- 3 hours to bake AO
I've worked for Craneballs internally as a 3d/2d artist, later also 3D art director
Craneballs is a small indie studio. I was hired 16 months ago to start working on the Overkill 2 project
About 6 months before release project lead decided to switch from 2d gun overlay textures to full 3d models. This meant creating 35+ 3d weapon models and textures.
I had to act quickly, so I hired about 12 people I know from fpsb and polycount.
We collaboratively finished the task in about 90 days
I used temporary forum to organize all the work and assign the assets.
Myself, I didn't have as much opportunity to make a lot of 3d models and textures since I had to do a lot of stuff in background, getting exports working ingame, fine tunning textures, etc.
When i saw the first image i was scared that racer got bonked on the head and forgot how to model/texture. But After reading: cool story Really impressive to have crammed all these in at the last second! Awesome job to everyone involved.
Replies
- 2 days per model
- 12 hours to model (Probably including gathering refs of areas, and going back and forth wondering if that curve or thickness is about right)
- 4 hours to UV
- 3 hours to bake AO
Pretty cool for diffuse only, very impressive for ~3 hours each.
I've worked for Craneballs internally as a 3d/2d artist, later also 3D art director
Craneballs is a small indie studio. I was hired 16 months ago to start working on the Overkill 2 project
About 6 months before release project lead decided to switch from 2d gun overlay textures to full 3d models. This meant creating 35+ 3d weapon models and textures.
I had to act quickly, so I hired about 12 people I know from fpsb and polycount.
We collaboratively finished the task in about 90 days
I used temporary forum to organize all the work and assign the assets.
Myself, I didn't have as much opportunity to make a lot of 3d models and textures since I had to do a lot of stuff in background, getting exports working ingame, fine tunning textures, etc.
Here's some 3d:
I've created nice workflow for painting these.
I used speed modeled 3d models to create the basic silhouette and some detail, then placed the camera in the scene and rendered POV like render.
I rendered AO pass and alpha pass separately, pluged it all in photoshop and overpainted/textured those renders.
Here's couple examples of what it looks like:
amazing texture work, I don't know what to even say, great job guys!
It's still impressive to have done them that fast, and on what i can only assume was quite short notice.