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.)
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.
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.
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
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!
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 : )
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?
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.
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 : )
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!
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
...
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?
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.<<
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 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 ^^
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!
Replies
O_O
Great hardsurface skills!
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.)
Great details plus your artwork really fits the era.
Can't wait to play!!
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.
Also, are these using your crazy UV'ing to one big normal texture workflow or lots of modular pieces unwrapped uniquely?
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.
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?
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!
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 : )
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!
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.
Well Done!
i hope one day to get to that level of Hi poly skills!
Talking about time... Just wondering how much time(in average) do you need to model something like in your first post?
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.<<
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 ^^
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!