Wolfenstein: The New Order artdump (imageheavy)

2

Replies

  • Josh Mount
    Josh Mount polycounter lvl 6
    edited May 2014
    Really awesome work. Some of the designs seem more Soviet than German.
  • Gazu
    Gazu polycounter lvl 12
    edited May 2014
    Can you show us in a Video this Normalmap Bake Technique?
  • Ssjtroll
    Ssjtroll polycounter lvl 8
    edited May 2014
    Ooh piece of candy
    piece+of+candy.gif
  • PatTl92
    PatTl92 polycounter lvl 6
    edited May 2014
  • Torch
    Torch polycounter
    edited May 2014
    That is Tor-Frick-in good, the guys at Machine Games are off the hook!
  • spitty
    spitty polycounter lvl 19
    edited May 2014
    Amazing work Tor! i gotta get this game, i keep hearing great things about it. Congrats!
  • Lonewolf
    Lonewolf polycounter lvl 18
    edited May 2014
  • gsokol
    gsokol polycounter lvl 14
    edited May 2014
  • blitz
    blitz polycounter lvl 19
    edited May 2014
    awesome work! didn't play the game yet, but this make me wanna play it even more!
    Great hardsurface skills!
  • PIraT
    PIraT polycounter lvl 8
    edited Jun 2014
  • konraden
    konraden polycounter lvl 8
    edited Jun 2014
    Fantastic stuff and fantastic game! Almost through it and I love it.
  • The_Distiller
    edited Jun 2014
    Amazing work! Too bad it was so poorly represented by the ID Tech 5. Would have preferred to see all that shiny metal in UE4 :]
  • Ahoburg
    edited Jun 2014
  • mr_ace
    mr_ace polycounter lvl 9
    edited Jun 2014
    great job Snefer!
  • kary
    kary polycounter lvl 18
    edited Jun 2014
  • ScottyChips
    ScottyChips polycounter lvl 5
    edited Jun 2014
    The game is so badass and its in huge part to your amazing art- congrats!
  • [HP]
    [HP] polycounter lvl 17
    edited Jun 2014
    Amazing work! Too bad it was so poorly represented by the ID Tech 5. Would have preferred to see all that shiny metal in UE4 :]

    I beg to differ.

    Many stuff in this game, I felt it could have not been achieved with UE4 within any realistic development timeframe. All seams are carefully covered by the awesome idtech5 stamps/decals. And the cheer number of textures would have never ran at 60fps on a medium PC or Xbox360/PS3 with this kind of quality like this game does.

    I for one became very hopeful for idtech5 after seeing this game. Now I just want to see even better particles and more, I want to see proper vegetation (not those ugly billboard vegetation sollutions) and PBR materials. (Although I have to say, even though this game still uses the last gen material sollution, it sports some of the best metal textures I've ever seen.)
  • Snight
    Snight polycounter lvl 16
    edited Jun 2014
    Incredible work Tor! And I could not agree more with HP. This game is amazingly beautiful. So much detail and quality in the textures!
  • BobtheGreatII
    BobtheGreatII polygon
    edited Jun 2014
  • JustinK
    JustinK polycounter lvl 9
    edited Jun 2014
    amazing work and rendering, one of my favorite games of the year so far.
  • vikramvr
    vikramvr polycounter lvl 7
    edited Jun 2014
    Really beautiful work
  • looprix
    looprix polycounter lvl 8
    edited Jun 2014
    I creamed my pants brb...
  • looprix
    looprix polycounter lvl 8
    edited Jun 2014
    ...ok phew, so who is the concept artist?
    Great details plus your artwork really fits the era.
    Can't wait to play!!
  • Spoon
    Spoon polycounter lvl 11
    edited Jun 2014
    Yeah, looks great! Nice modelling, Tor :)
  • DInusty
    DInusty polycounter lvl 17
    edited Jun 2014
    Sick stuff guys nice work!
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    Thanks alot everyone!
    HP: yes, the tech does have alot of advantages. The rendering is of course pretty basic due to the lowest common denominator, but thats more up to the target platform than the engine itself. Shaders are just shaders and relatively easy to improve.

    Gazu: its not a technique, its just a normalmap-baking tool inside the engine. The tool itself is not very userfirendly but the results are good (the best bakes I have made atleast, heh).
    looprix: The concept artists are Axel Torvenius (my co-AD), Mattias Pettersson, Christoffer Loveus and Per Gullarp. They are kickass.
  • Mathew O
    Mathew O polycounter
    edited Jun 2014
    AH, I love these Tor. I reaaaally enjoyed the game, these images have inspired me to get back to work on a mech I've been making :D

    Also, are these using your crazy UV'ing to one big normal texture workflow or lots of modular pieces unwrapped uniquely?
  • manum
    edited Jun 2014
    WOW, this is ridiculously good. I bet you have enjoyed so much doing these high-poly stuff, so jealous :poly124: Really amazing stuff and SO well presented. I really enjoy when people push works so far, you know people usually don't do it "because it is for a game". Keep up the good work and thank you for the art dump, I will keep your work for references definitely.

    BTW just finished the game on Saturday and it is brilliant, I don't have much time to play games and with this one I have finished in a week and actually I am thinking to play again doing a different path and so... definitely a MUST to have game. Nice work guys.
  • kospyyy
    kospyyy null
    edited Jun 2014
    Wow...nice work!
  • Hazardous
    Hazardous polycounter lvl 17
    edited Jun 2014
    Damn dude :) Epic stuff!
  • Aga22
    Aga22 polycounter lvl 12
    edited Jun 2014
    epic stuff. love the whole look of the game

    the only thing that bothers me with the engine is that when you turn suddenly, you see the textures "unblurring"

    fantastic game, fantastic artwork.

    how was working on this project? did you get much pressure time-wise?
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    Mathew O: Thanks! : ) The ingame meshes are made more or less like "normal" meshes with mirroring etc for dynamic objects, even if the virtual texturing has its own quirks to get optimal results : ) (slight different way of UVing and building) but there is nothing fancy going on. World objects are all giganormous unique textures :D

    manum: Thank you! Well.. I do enjoy making robots, i wont deny that... But this is still production art, so its always under time-pressure and alot of limiting factors both in design and technical aspects. Would have loved to push these even further in terms of functionality and design, next time! :D

    Aga22: Happy you like the game! yeah, that happens if you have a computer that cant stream in everything fast enough unfortunately. Working on this game was awesome, but there is always the time-pressure if you are pusing yourself to do the best you can : )
  • Sam Hatami
    Sam Hatami polycounter lvl 17
    edited Jun 2014
    Bra skit ;) So you mean renderBump still exist? I haven't gone beyond tech 4, but I guess it still gives rigid results.
  • JohnnyRaptor
    JohnnyRaptor polycounter lvl 15
    edited Jun 2014
  • Ubuska
    Ubuska polycounter lvl 10
    edited Jun 2014
    I really enjoy this awesome highpoly work!

    I have a few questions. Do you mind if I ask?
    1) Did you use modo to render those models?
    2) I saw in your blog that you using meshfusion. Did you use it when working on Wolfenstein assets? Can you give us some advices (or tips maybe) about making beuatiful highpoly like this?

    Thanks!
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    Hatami: It sure does! ^^
    Ubuska: Yes, I rendered them in Modo. I didnt use meshfusion during production of Wolfenstein, it didnt come out until after assets were done : ) Next game! These highpolies are actually not that good for rendering and so on, they have ALOT of floaters, so I have to render it in very specific ways to hide the floaters as much as possible. (no direct lights, mostly lit with lightprobes, no sharp shadows) I always use alot of floaters and presets for my meshes to save time :) They may look detailed but alot of that detail is reused.
  • Joopson
    Joopson hero character
    edited Jun 2014
    So, how long do these sorts of things take, would you say, on average?
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    Kinda hard to give an average, some of the stuff here is alot simpler than others. Smaller things like props and guns took a day or two, a large mech highpoly takes about two weeks, I'd say. Some took alot more for various reasons, some shorter : )
  • Joopson
    Joopson hero character
    edited Jun 2014
    Just the sort of answer I was looking for. Thanks! Just got the game. Huge to install, but so beautiful.
  • killazzz
    edited Jun 2014
    Congrats on the Release!! Just beat the game last weekend, everything looked fantastic, no thanks to alot of your stuff, so much badassery!
    Well Done!
    i hope one day to get to that level of Hi poly skills!
  • Intervain
    Intervain polycounter lvl 13
    edited Jun 2014
    very impressive stuff!
  • lucashug
    lucashug polycounter lvl 6
    edited Jun 2014
    This is soooo good! I love the style of this game and your models are just amazing!!!
  • kernersvillan
    kernersvillan polycounter lvl 9
    edited Jun 2014
    Amazing work Snefer... you guys should be very proud! Just got the artbook and there is some really awesome stuff in there. As soon as I finish Watch Dogs, I'm all over this game! I'm going to put it on Easy, just so I can be an environment tourist :D
  • alexdubbeat
    alexdubbeat polycounter lvl 8
    edited Jun 2014
    Brilliant hardsurface eyeporn! :D
    Snefer wrote: »
    ...
    manum: Thank you! Well.. I do enjoy making robots, i wont deny that... But this is still production art, so its always under time-pressure and alot of limiting factors both in design and technical aspects...

    Talking about time... Just wondering how much time(in average) do you need to model something like in your first post?
  • Hard3D
    Hard3D polycounter lvl 11
    edited Jun 2014
  • vikk0
    vikk0 polycounter lvl 6
    edited Jun 2014
  • Sinking
    edited Jun 2014
    Are those screenshots the highpoly models or textured versions? Some of them look textured but at the same time pretty amazingly detailed/highpoly. I have only briefly seen the game on friend's PS4 and can't imagine stuff is that clean-looking ingame. I suppose these are the highpoly models then? Would it be possible to show the baked version, too?

    These are all very nice though! I've been following Tor's stuff on Youtube and in the Quixel thread, and he's a true inspiration! I really enjoy the swing from being mostly "just" an environment artist to his new-found love for characters, most notably big ass robots ^^; thanks for sharing this, share more ;)!

    >>EDIT: First, I just browsed through the images. Now, I read a little of the above and see these are the highpoly. It would rock to see some lowpoly, even if they are untextured.<<
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    Sinking: I wouldnt say my love for robots and characters is newfound really, used to be more of a character artist, its just that I drift back and forth between things :D If I have time and energy I will also do a batch of ingame stuff, but I have to prepare the second batch of highpoly-models first ^^
    alexdubbeat: Like I said earlier, about two weeks or so for the highpoly of a mech, I would say. Other stuff I've posted is from less than a day and up, so its very much up to which specific object ^^
  • slosh
    slosh hero character
    edited Jun 2014
    Do you think you can post a texture or 2 and show ur UV layout? These are phenomenal btw.
  • Sinking
    edited Jun 2014
    Heheh, us people. Always asking for more. But that's because we really admire what you are doing! Personally, I think the most important thing is good artwork to work from. After all, the modeling process is not really complicated if you have good designs to work from. I suspect you work 2 weeks on a mech, but the concept artist worked 3 weeks on the concept. It would be really amazing to see one of these from sketch to concept, to highpoly to realtime model. This is the kind of stuff I would even pay for if it comes with a special edition of the game.

    I didn't know you made more characters. On your homepage there is this one mech prior to Wolf 3D (I think it was also in CGChosen Magazine), and the rest is mainly awesome environments. Does the majority of the Machinegames team now work on the next Doom, or what? It would be awesome to see you guys do more work together!

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