Hey all!
With Far Cry 4 releasing today (hope everyone is enjoying the game!), we can finally show off what we worked on
! I'll try and get some other artists from the different Ubi studios involved to contribute as well!
For my part, I worked as a Level Artist on the
very different Shangri-La portion of the game out of the Ubisoft Toronto studio. I was responsible for world building, set dressing, debug/polish and some modeling/texturing of our 2nd Shangri-La mission in the screenshots below:
More screens and info on the map on my updated website!
www.jobyek.com
If you have any critiques/questions, shoot!
Enjoy!
Replies
also, I like that 'bloody' grass and leaves
I guess to answer slosh's question "level artist" & "level designer" are the same thing, just using different terms
Nono, those are two different roles at Ubi. We work in tandem with the level designer to flesh out the gameplay spaces. They usually do the initial blockouts of spaces for gameplay, handle AI scripting, encounters, etc. And we work with them to maintain and add to the gameplay intentions, do terraforming, do 1st pass art blockouts, world building, etc.
And nice stuff guys! I remember seeing that destroyed temple island way back when, when it was still greyblock :P!
Here's my contribution to the art dump and Far Cry 4!
I did the weapons on FC4, this time I had a someone (John Zhang) alongside me to help with a bunch of others (autocross, harpoon, guided rocket launcher, etc).
All FC3 weapons were kept and upscaled to 2048 for NG. There's about a dozen+ new ones.
Also Toronto was in charge of Shangrila-unique weapons, such as the Shangrila bow, dagger, and some NPC weapons.
For those interested in tech stuff, the overall gist is basically:
Optimize more than what was already done on FC3. Since FC4 still ships 360PS3 versions, polycounts can't go above 15k, while LODs have a 75% reduction rate.
Budget based on PS3 is 8MB (increase of 2MB over FC3 to compensate for always loaded new assets (grapple etc)) worth of weapons loaded at any given time (includes camos, repair tool, grapple, camera, mounted ground/vehicle, throwables, NPC gear and player gear.)
As such, strict tech was in place to load LOD0 and MIP0 into memory only when the weapon is equipped.
Some more here: http://www.artstation.com/artist/grassam
Any chances for vehicles?
Thanks so much for sharing!
Yep, I'll ask the vehicle modelers to post here once they have their assets
Beautiful work guys.
___________
Nice work guys! Will probably pick up the game at some point, it looks spectacular.
Especially i would like to know who created Min's character.
Around 10k if i remember correctly. (without the attachments)
I'm guessing legacy dDo and Photoshop, at least I could've sworn I spotted some dDo effects in there :V
Looks amazing either way, definitely some of the best weapon work out there
*just saw the post above about 10ktri's, but would nice to get a bit more information*
Yes dDo for some otherwise tedious edge work, with major mask editing with typical photoshop brush texturing. dDo mainly used as a layer and channel organizer, granting huge production speed; dDo alone won't get you something that looks beyond placeholder, classic dDo anyway. Based on the amount of weapons (new and old) needing texture work regardless, 60ish weapons all needing 2048s, I'd say dDo was indispensable and instrumental in helping with production time. dDo was first tested on FC3 Blood Dragon.
Based on our budget, we can afford anywehre around 12k to 15k max for LOD0. LOD1 needs to be a 75% reduction, or ideally not more than 1500tri in any case.
LOD0 and LOD1,2,3 are split in data. The entire set of attachments that can be loaded at any time = 1 weapon's worth of budget. LOD0 Attachments in first + anything on your back (1,2,3).
Whether or not a pistol or an SMG had proportionally less tris than bigger weapons, sure, but it doesn't really matter. All that matters is having a max cost established for an LOD0 weapon and any other weapon costing equal or less.
But i'm curious why you guys are still using legacy DDO? Don't you guys have 500 bucs at Ubisoft xD?
There are long approval processes before using a particular software, and changing production tools mid-project is not.. advisable? Especially with software just coming out of beta.
Personally I prefer the older dDo anyway.
Thanks for sharing so much info about specs and process, both on this and back when FC3 came out. Always interesting to read.
And the environments are great too
Thanks!
The game and the textures are set up for PBR, yeah. You can create PBR pipelines with the old dDo. PBR is mostly just correct albedo values combined with a logical gloss/roughness. I forgot if dDo(old) exports a metalicity map, but you can just dedicate one of the channels of one of the map exports to metalicity.
I didn't have metalicity maps available in the materials though, so in my case, whatever.
Same thing - I did only Level Art pass, which included terraforming, vegetation placement, props and architecture layout, road layout and overall composition of several maps.
Since FarCry was a huge collaborative effort of many people, the work was also shared in some areas with other artists, depending on the locations.
Great job everyone! I only now start to discover how often I might have been "heads down" concentrated on my own work, and therefore how much of the cool game content I have missed so far... Now I have the opportunity
Keep it up guys/gals!
I've finally uploaded my portfolio with some of the work I did on Far Cry 4 on the vegetation team. I was mainly responsible for the modeling of the vegetation on the next gen version. I worked on the trees and the bushes mostly for the next gen version of the game.
Paulette Richardson and Pascal De Sampaio did the textures.
https://adamlacharite.artstation.com/