now 90% of art assets for the project are my original artworks!
When I started work on the project, I tried to use some of the assets that I bought at Unity3D asset store. But I soon realized that it was bad idea, because now is no packs available for use in projects that looks AAA-quality. And as you understand, generic packs cant fit to the game style. Thats why I'm totaly reworked and improved assets that was purchased and continue to do everything by myself.
But if I reach the goal here, I will expand team to finish project faster and make it better.
I just recently saw a video from Zbrish central where a character artist from Epic games talked about how they streamlined their pipeline allowing them to create a fully finished character in about 2 weeks. That is 2 weeks of 8 hours work days for one character.
In their SIGGRAPH series a Sony Santa Monica artist-demoer said they were retopoing for weeks for one character but now with zremersher they boiled it down to under a minutes (but they still spent more man hours for Kratos).
Yeah weeks sounds kind of excessive. Maybe they mean total on the character? Or maybe they mean bureaucracy (retopo, send in, wait a few days for feedback, edit, send in)?
It's in the last video. Fast forward near the end when they had a q & a with the audience. The artist also said they spent 8 months working on Kratos alone but he didn't go into details.
Yeah multiple weeks for one character doesn't sound right at all, *especially* if they are okay with the less than perfect zremesher results. Even for a very high end cinematics character you don't need more than a few days max, unless there are tons of changes and edits, but that's besides the point of course.
Sounds to me like the worflow of someone stuck in the past, not using Topogun or any dedicated retopo plugin, and instead eyeballing everything by hand. No excuse for that
Also, 8 months on a character as simple as Kratos doesn't sound right either - but again, that depends on edits. Still, sounds like poor planning to me, like 3d being done without a solid concept, ending up being tweaked forever.
Main characters usually take months to finish because the concept of the character often changes many times throughout the course of a game's development. Alice:Madness Returns is a great example of this, it is a sequel to a 10 year old game. What would the new, modern looking character look like? It was a difficult task to figure the answer to that question out for the team.
I love the art of that franchise so I bought the art book and they actually showed off every single concept they used, I believe by the end of the game's development they had around 15 different versions that were completely different from each other and it took about a whole year before they finally made the finished version.
This obviously won't happen at every studio, especially those that are working on a new project that has no past history, but I don't think it is unreasonable for it to take several months to create important characters.
Bioshock:Infinite is another great example. I believe the older builds of the game had Elizabeth as a much older character with gray hair and wrinkles, then when the game was released you could obviously see that she transformed into a young woman.
Of course it can take months to finish a character, no doubt about that. I was simply referring the specific step described here :
a Sony Santa Monica artist-demoer said they were retopoing for weeks for one character but now with zremersher they boiled it down to under a minutes
If someone was retopoing an asset with so little importance that it could be simply given to Zremesher without much scrutinity, I wouldn't expect the previous rotopo process to take weeks in the first place, that's all.
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you can read more here
http://www.kickstarter.com/projects/starworksart/universum-war-front-fps-rts-moba-rpg-in-one-space/comments
I can understand why many still don't believe it, its too unreal isnt it?
but one one thing for sure, this guy is my new inspiration. a new hope of small indie studio could make quality game, without being "dumbed down"
I hope it delivers in final product, I already in love with the amount of content this game offers.
Just a personal difference - I've been told I'm a saint when it comes to telling the truth
He could set up a stretch goal for 80K and he'll upgrade models with Vitaly Bulgarov's black phoenix kits: http://vitalybulgarov.com/3d-kitbash/
In their SIGGRAPH series a Sony Santa Monica artist-demoer said they were retopoing for weeks for one character but now with zremersher they boiled it down to under a minutes (but they still spent more man hours for Kratos).
Sounds to me like the worflow of someone stuck in the past, not using Topogun or any dedicated retopo plugin, and instead eyeballing everything by hand. No excuse for that
Also, 8 months on a character as simple as Kratos doesn't sound right either - but again, that depends on edits. Still, sounds like poor planning to me, like 3d being done without a solid concept, ending up being tweaked forever.
I love the art of that franchise so I bought the art book and they actually showed off every single concept they used, I believe by the end of the game's development they had around 15 different versions that were completely different from each other and it took about a whole year before they finally made the finished version.
This obviously won't happen at every studio, especially those that are working on a new project that has no past history, but I don't think it is unreasonable for it to take several months to create important characters.
Bioshock:Infinite is another great example. I believe the older builds of the game had Elizabeth as a much older character with gray hair and wrinkles, then when the game was released you could obviously see that she transformed into a young woman.
If someone was retopoing an asset with so little importance that it could be simply given to Zremesher without much scrutinity, I wouldn't expect the previous rotopo process to take weeks in the first place, that's all.