Wolfenstein: The New Order artdump (imageheavy)

13

Replies

  • Sinking
    edited Jun 2014
    Still no reply... I am crossing you off my imaginary friend's list this instant, Tor!

    Oh, here is a smiley with a wink face, so you know this is all really ironic:

    ;)
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    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 :)
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    Artdump part 2! This time more environmentstuff!
    tattoomachine.jpg
    door1.jpg
    door2.jpg
    door3.jpg
    door4.jpg
    props1.jpg
    props2.jpg
    props3.jpg
    props4.jpg
    props5.jpg
    props6.jpg
    props7.jpg
    roboarm.jpg
    labprop.jpg
    labbed.jpg
    knife.jpg
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
  • Grimmstrom
    Grimmstrom polycounter lvl 7
    edited Jun 2014
    Amazing stuff as usual Tor.
  • Cay
    Cay polycounter lvl 5
    edited Jun 2014
    sick amount of detail.. hopefully one day we'll be able to see highpoly stuff like that in real time
  • walklikethis
    edited Jun 2014
    puts the Machine in machine games ey. Awesome stuff dude :D
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    Thanks : ) Might do a third batch with lowpolys later, but need to take a rest with the printscreen finger :)
  • NegevPro
    NegevPro polycounter lvl 4
    edited Jun 2014
    Awesome, that is by far the cleanest modeling I have ever seen! Thanks for sharing your stuff with everybody.
  • Dobbler
    Dobbler polycounter lvl 11
    edited Jun 2014
    Great work Tor, really inspirational stuff!
  • Pookhan
    Pookhan polycounter lvl 13
    edited Jun 2014
    Top class work, Tor. What did you use to render these? The renders are flawless.
  • inflict3d
    inflict3d polycounter lvl 7
    edited Jun 2014
    Pookhan wrote: »
    Top class work, Tor. What did you use to render these? The renders are flawless.

    just read in Tor's blog, its modo render engine.
  • Sinking
    edited Jun 2014
    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!
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    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 : )
  • Mistry10
    Mistry10 polycounter lvl 8
    edited Jun 2014
    Great body of work man !

    Could you comment on how long you worked on wolfedstein for ?
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    Thanks! Around 2.5 years on Wolfenstein : )
  • JValencia
    JValencia polycounter lvl 10
    edited Jun 2014
    Fantastic work, Tor! :)

    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.
  • Sinking
    edited Jun 2014
    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...
  • Joshflighter
    Joshflighter polycounter lvl 9
    edited Jun 2014
    Man, the first batch of renders were impressive, but this second batch is mind blowing ! Great stuff man! Thanks for sharing!
  • Snefer
    Snefer polycounter lvl 17
    edited Jun 2014
    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 ;)
  • Lokter
    Lokter polycounter lvl 6
    edited Jun 2014
    I'm just gonna go cry myself to sleep.

    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
    edited Jun 2014
    Snefer wrote: »
    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.
  • Sinking
    edited Jun 2014
    Lokter wrote: »
    I'm just gonna go cry myself to sleep.

    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.

    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.
  • Hard3D
    Hard3D polycounter lvl 11
    edited Jun 2014
    Amazing works!!! It's so, so, so... COOOOL!!!
  • beefaroni
    beefaroni sublime tool
    edited Jun 2014
    Ahh I somehow missed the Art Dump Pt. 2. Anyways..

    I can see some of the design from Wolfenstien show through on your newer work. Pretty interesting.
  • snoops3d
    snoops3d polycounter lvl 12
    edited Jun 2014
    Damn, awesome work as always.
  • JamesTKirk
    JamesTKirk polycounter lvl 8
    edited Jun 2014
    This is insane! Absolutely astounding job!
  • Snefer
    Snefer polycounter lvl 17
    edited Jul 2014
    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 :D
  • Rlloret
    Rlloret polycounter lvl 4
    edited Jul 2014
    Wow man, really good work! This is very inspiring. Welcome to my favourites :)
  • desu
    desu polycounter lvl 8
    edited Jul 2014
    Love your stuff! Really amazing models. Can't wait to see the next game from MachineGames.
  • Deathstick
    Deathstick polycounter lvl 7
    edited Jul 2014
    meowza amazing work!

    I bought the game, now I just need time to play it =*(
  • poostayn
    edited Jul 2014
    Jaw dropping stuff, thanks for sharing.
  • VladimirS
    edited Jul 2014
  • 3dReaper
    3dReaper polycounter lvl 4
    edited Jan 2015
    Just beat Wolfenstein over break, made me hunt this thread down.

    Beautiful work all around. I died a few times looking at the mechs and vehicles...

    Inspiring.
  • Nerono
    Nerono polycounter lvl 5
    Hey Snefer, I shared your beautiful work on my facebook page, its truly amazing.
    https://www.facebook.com/3D-Modeling-CGI-1805096123096219/?ref=aymt_homepage_panel
  • Opilo
    Opilo triangle
    My god! These are just phenomenal! Very inspiring!

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