Gorgeous assets. So clean and realistic. That wicker basket looks insane. I really like the cigars and cutter too; something you don't see too much of.
I won't have a PS4 until the summer time, but when I do, I will definitely pick The Order up.
Thanks all.
As far as the detailing goes, almost everything got a zbrush micro texture pass and none of those images have any bump maps applied to them. I did the modeling in max using turbosmooth with creased edges and I worked from large scale forms down to the small scale details as I increased density.
I did my handplane sample model the same way:
As many of you know, micro texture is tricky. You don't want to noise up your forms and it needs to look good as the texture mips. Typically I would project texture details and then spend time working it in to the surface with trim brushes (I like trim dynamic soft for this). Basically, if you imagine your micro texture as a peaky graph, the trim brushes lop off the top and create a higher percentage of surfaces reflecting light back along a non-noise normal.
RAD's art pipeline is pretty different than any other game I have worked on. From a production speed standpoint, it's very effective for this kind of work. The general theme that keeps popping up is front loading your asset production with high detail/quality/lots of time, and then reusing that information as the asset travels down the production chain. I don't want to get too specific since it's their process.
Awesome work! Any chance of a quick overview of how you did the wicker basket?
They are just done with splines tracing a similar path as the real basket would be woven. If I remember correctly, the one on the right started as a helix.
kool, so your essentially doing a double smooth on these assets?
model the sub-D cage, subdivide that w/ smoothing groups. then add another subdivide over the top without smoothing groups to give the edge bevel. and allow for evenly distributed polys so you can add enough geometry to put in all those small details in zbrush?
kool, so your essentially doing a double smooth on these assets?
model the sub-D cage, subdivide that w/ smoothing groups. then add another subdivide over the top without smoothing groups to give the edge bevel. and allow for evenly distributed polys so you can add enough geometry to put in all those small details in zbrush?
Very nice.
Yeah, except I rarely add any edge loops just to control edge size. The goal is for the mesh density to be totally even so I work in iterations of sub-dividing until the smallest details are supported (which is often times the edges).
I'm a freelance artist, I'm fairly new to freelancing. May I ask when you were hired as a freelance artist. Were you working from home or you were in-house.
Okay, that woven basket....how the hell did you model that? Got a breakdown on that one?
It's just lofted splines. If you look at how a real wicker basket is made its a series of helices (plural of helix, I had to google it) woven back and forth between vertical strips.
Hey Alec, I am a student and I have about a year to graduate. I diving deep into Zbrush so I am always looking for guidance and funny enough a goal of mine is to work with or work for Ready at Dawn at this moment. You said there are no normals on the final mesh that went in game? Was there a poly count limit? And are there any good tutorial that I can navigate to improve my skills and maybe also learn some new tools in Zbrush that maybe only advance people would know of (that maybe lets you work smarter and not harder)
Replies
I won't have a PS4 until the summer time, but when I do, I will definitely pick The Order up.
Wondering the same. And how subdivided the mesh needs to be to even have such clean details.
That's the kind of game that would make me buy a PS4 ^^.
Thanks for sharing.
As far as the detailing goes, almost everything got a zbrush micro texture pass and none of those images have any bump maps applied to them. I did the modeling in max using turbosmooth with creased edges and I worked from large scale forms down to the small scale details as I increased density.
I did my handplane sample model the same way:
As many of you know, micro texture is tricky. You don't want to noise up your forms and it needs to look good as the texture mips. Typically I would project texture details and then spend time working it in to the surface with trim brushes (I like trim dynamic soft for this). Basically, if you imagine your micro texture as a peaky graph, the trim brushes lop off the top and create a higher percentage of surfaces reflecting light back along a non-noise normal.
RAD's art pipeline is pretty different than any other game I have worked on. From a production speed standpoint, it's very effective for this kind of work. The general theme that keeps popping up is front loading your asset production with high detail/quality/lots of time, and then reusing that information as the asset travels down the production chain. I don't want to get too specific since it's their process.
They are just done with splines tracing a similar path as the real basket would be woven. If I remember correctly, the one on the right started as a helix.
model the sub-D cage, subdivide that w/ smoothing groups. then add another subdivide over the top without smoothing groups to give the edge bevel. and allow for evenly distributed polys so you can add enough geometry to put in all those small details in zbrush?
Very nice.
Man, assets starting from 2012. I bet sharing them now feels pretty nice
Yeah, except I rarely add any edge loops just to control edge size. The goal is for the mesh density to be totally even so I work in iterations of sub-dividing until the smallest details are supported (which is often times the edges).
Example:
Yeah, It's all 2-3 year old work so it is nice finally being able to put it in my portfolio.
I'm a freelance artist, I'm fairly new to freelancing. May I ask when you were hired as a freelance artist. Were you working from home or you were in-house.
By the way, nice art dump. The game is gorgeous.
Thanks
and thx for the gif!
also 2012, been waiting a while to get these out!
It's just lofted splines. If you look at how a real wicker basket is made its a series of helices (plural of helix, I had to google it) woven back and forth between vertical strips.
I would also like to know