dang these are awesome but that last one has some power behind it. you feel something when you look at it.. hehe. been a huge fan of Killzone since day 1 cant wait!
Looking really nice and the detail is am ing. Love the color highlights aswell
Looking at those, I cant help but notice that the initial helghast style is pretty much gone.
If you compare those here with the killzone 1 ones,
its like 100 years of technology happened.
The old ones were clearly influenced by world war 1 europe, and
WW2 germans with their super overpowered tech. They were essentially space nazis, the armor, the colors, the meanings behind. The new style looks amazing, but it looks like a 180 turn
I think its good that the old design is gone, since Yutaka Izubuchi never got any design credit. The new design is great too!
What texture resolutions were used for 1 character?
Will be staring at these for a while!
As i have understood it, its no longer one big texture for everything. But alot of smaller tiling ones instead. So basicly one tiling texture for each material at least. And then use mask to differentiate the materials.
I got some more ingame pics of the character i worked on, also finally the shadow marshal!!
I did on the shadow marshal the body, helmet and face credits going to the amazing team at guerrilla.
I believe this is the most beautiful of game releases, as a whole, from the current release pool in 2013. Everything from the character art, to environment, high poly work, particles, lighting, composition, etc... Its just all so ridiculously inspiration folder worthy. Never fan-boy-ed so hard over an art dump I do not think. Amazing presentation shots. Awesome work.
Thanks everyone!
Got one pic more of the shadow marshal i did. I worked only on the body, the helmet and face is done by the amazing team at Guerrilla!
unfortunately i can't show any wires or give any infos about any asset i did for Killzone. ALso don't think i will be anytime in future able to talk about this.
Hope in the future i can show some hipoly images....
Replies
the third last pic (from the first page) looks amazing!
Also, Marius tri count has been updated. He's now 85,000 triangles.
I got a new pic of the OWL model i did for killzone.
Love this one.
Amazing work! Nothing else to add, this is something else.
I think its good that the old design is gone, since Yutaka Izubuchi never got any design credit. The new design is great too!
Weiter so
As i have understood it, its no longer one big texture for everything. But alot of smaller tiling ones instead. So basicly one tiling texture for each material at least. And then use mask to differentiate the materials.
Much like the UE4 demos.
I got some more ingame pics of the character i worked on, also finally the shadow marshal!!
I did on the shadow marshal the body, helmet and face credits going to the amazing team at guerrilla.
Im still developing for current gen and next so kinda stuck in between.
For the weapons, what was the budget like? Texture sizes and polycounts?
Got one pic more of the shadow marshal i did. I worked only on the body, the helmet and face is done by the amazing team at Guerrilla!
Cheers,
Efgeni
ps looking right now for work, if out there is a company who need my skills ---- efgeni@bischoffart.com
http://www.polycount.com/forum/showthread.php?t=124771
Thanks for sharing them!!
Can we get some pictures of wire-frames by any-chance? I would love to see the average number of polys on these meshes.
Care to share your process on how you go about making these masterpieces also?
I usually don't ask people how or wires, but these are too damn impressive to not see the inner-workings of these meshes.
thanks for the kind words!
unfortunately i can't show any wires or give any infos about any asset i did for Killzone. ALso don't think i will be anytime in future able to talk about this.
Hope in the future i can show some hipoly images....