Some of the models are concepted/designed by me, some are a mix (50/50 concepted and just freestyled) and some of them had a bit more detailed concepts. Wouldnt say it goes faster with exact conceptart either tbh
Intersting modules Frickenheimer! I'm wondering into how many parts some of these were broken into for the baking/lowpoly. For example that vault door - did that fit on 2-3 Uv maps or was it entirely on one? What size textures would that be? It seems like you'd use a pretty large texture to get this all on one map. And the blast door - did the floor and the door make separate meshes or was it all one and textured as one?
I often really really hesitate to use open meshes as lowpoly, because you can never tell if you'll see a seam before you test it in-engine and with lighting. So did e.g. props7 have a convex/closed mesh as its' lowpoly, or did you work with "planes" and covered the seams where they showed? I'm really desperate for a lowpoly by now, but I guess that's not the topic of this thread. Thanks for sharing anyhow!
Sinking: Number of textures is not an issue in idtech 5, and size of texture is only important for dynamic objects. Most assets have 2-4k textures, sometimes 8k. In general several 4k textures for larger assets since its easier to deal with than huge 8k PSDs.
For larger environment-assets like walls and so on I use open meshes, that are stitched together instead of wasting resources on backsides. Its a bit different workflow with idtech than other engines : )
Thanks for clearing up my questions Sir Frick! Seems Id Tech5 is an awesome engine to work with. "Texture size doesn't matter" sounds crazy though. I wish Id would have made their engine more accessible and gone a little more along the EPIC way. EPIC is not even making games any more and they are gonna sell more copies of Unreal Engine than ever before.
2.5 years is a long time. Was it a team around 30 people or was it a huge group? I start to think it would be nice to work with just 4-5 people on a game, but there is always so much content to create...
JValencia: Bike took about an hour or so from start to finish high-low-textured, extremely simple asset. More intricate pieces took a couple of days to build, some less, some more. Would probably guess about 5 days for the most complex highpolys like the door, where I had to design and make sure it animated well etc.
Sinking: 2.5 years is a pretty short/normal production time for a game : ) Teamsize is pretty small for a AAA-title. 4-5 people for a game sound more like a small indie title though
Any advice on understanding how to create the shapes you need? I tend to get bogged down for hours trying to create some of the more complex high poly forms and shapes, getting them to smooth with no pinching and so forth.
Sinking: 2.5 years is a pretty short/normal production time for a game : ) Teamsize is pretty small for a AAA-title. 4-5 people for a game sound more like a small indie title though
Yes, I know 2.5 years is pretty normal, but tell that to my bank accountant ^^
I'm trying to put together a team for an indie title (adventure), and I'm trying to do it with a tiny team. Every day modeling and it is still fun. Coder is delivering on a weekly basis, just wish Concepts Artists were more reliable; but without a budget things are difficult.
Could it be the production times you mention are shorter, because you already have a lot of stamps and brushes and even assets from previous productions and can re-use them or use them as part of your workflow anyway? I feel like this after a couple of years doing 3D now. Trying to avoid falling back to using always the same stuff by working on different styles.
This is great! You take time to reply, you do beautiful work AND you are sharing it with us. Thank you so much!
BTW, a book you might like: The Man in the High Castle. I'm reading it for the 3rd time now.
Any advice on understanding how to create the shapes you need? I tend to get bogged down for hours trying to create some of the more complex high poly forms and shapes, getting them to smooth with no pinching and so forth.
I think this is standard fare for any hardsurface modeler. You actually can't go wrong with just practicing some of the shapes he makes, no matter which 3D program you use. As for highpoly - don't go into too much subdivision too soon.
Beefaroni: Thanks! Yeah, Both my modelling and designskills have of course developed in tandem with wolfenstein, so.. some things I just like, and they kind of stick with you
Replies
Oh, here is a smiley with a wink face, so you know this is all really ironic:
just read in Tor's blog, its modo render engine.
I often really really hesitate to use open meshes as lowpoly, because you can never tell if you'll see a seam before you test it in-engine and with lighting. So did e.g. props7 have a convex/closed mesh as its' lowpoly, or did you work with "planes" and covered the seams where they showed? I'm really desperate for a lowpoly by now, but I guess that's not the topic of this thread. Thanks for sharing anyhow!
For larger environment-assets like walls and so on I use open meshes, that are stitched together instead of wasting resources on backsides. Its a bit different workflow with idtech than other engines : )
Could you comment on how long you worked on wolfedstein for ?
What was the time range it took to make the models in your second batch? From something simple like the Bike/Sword, to the more intricate wall pieces.
2.5 years is a long time. Was it a team around 30 people or was it a huge group? I start to think it would be nice to work with just 4-5 people on a game, but there is always so much content to create...
Sinking: 2.5 years is a pretty short/normal production time for a game : ) Teamsize is pretty small for a AAA-title. 4-5 people for a game sound more like a small indie title though
Any advice on understanding how to create the shapes you need? I tend to get bogged down for hours trying to create some of the more complex high poly forms and shapes, getting them to smooth with no pinching and so forth.
Yes, I know 2.5 years is pretty normal, but tell that to my bank accountant ^^
I'm trying to put together a team for an indie title (adventure), and I'm trying to do it with a tiny team. Every day modeling and it is still fun. Coder is delivering on a weekly basis, just wish Concepts Artists were more reliable; but without a budget things are difficult.
Could it be the production times you mention are shorter, because you already have a lot of stamps and brushes and even assets from previous productions and can re-use them or use them as part of your workflow anyway? I feel like this after a couple of years doing 3D now. Trying to avoid falling back to using always the same stuff by working on different styles.
This is great! You take time to reply, you do beautiful work AND you are sharing it with us. Thank you so much!
BTW, a book you might like: The Man in the High Castle. I'm reading it for the 3rd time now.
http://vimeo.com/10941211
I think this is standard fare for any hardsurface modeler. You actually can't go wrong with just practicing some of the shapes he makes, no matter which 3D program you use. As for highpoly - don't go into too much subdivision too soon.
I can see some of the design from Wolfenstien show through on your newer work. Pretty interesting.
I bought the game, now I just need time to play it =*(
Beautiful work all around. I died a few times looking at the mechs and vehicles...
Inspiring.
https://www.facebook.com/3D-Modeling-CGI-1805096123096219/?ref=aymt_homepage_panel