Way past ship but I finally got around to gathering up some images from our base game. These are most of the things that I worked on that shipped. At some point I'll try to add the assets made for our expansions too.
Thanks for posting these, I love the artstyle you guys went with. There's a lot of character and love in these super-tight poly/texture budgets.
I've been looking at the texture maps of some of these props for modding/custom content purposes - out of curiosity, are these props using a type of diffuse/(mono)specular texture map shader? At first glance, it seems to be something close to metalness map, but closer to source engine environment mapping then anything modern.
@Slosh - It's diffuse, spec, & normals @Brian - I'm especially proud of getting that in @Lt_Commander - I'm not sure how much I can divulge as far as the tech goes. I'll ask around and see exactly what can be told. But as far as the spec goes, we use an RGBA texture with each channel controlling a different aspect of the specularity @Nastobi - We do use normal maps but we minimize the map's use to only the major parts of the model (choppies, seams, divots, etc.)
Great work dude, everything looks so simple and yet really intricate in places at the same time, it's really nice work! Nice job with the Polycount greentooth, love seeing it pop up in games! Like Lt_Commander said, there is a lot of character in these models.
This is a fabulous art dump - I'd love to see even more. One thing that always amused me about playing the Sims games was trying to take a close look at all the food dish assets. There are just soooo many of them and someone has to make all that pasta carbonara and french toast.
Thanks everyone @Lt_Commander - I'm not sure how much I can divulge as far as the tech goes. I'll ask around and see exactly what can be told. But as far as the spec goes, we use an RGBA texture with each channel controlling a different aspect of the specularity
Thanks! I appreciate the response, and completely understand the need for keeping things non-specific for legal reasons.
I love how you guys handled the texture painting for the 4th one, nice and blended without feeling like they had to go overkill with highlights and sharpness.
Now go go sims 4 nightlife expansion! Mah sims need to be seated at a restaurant after drivin' their whip
I love the painterly effect and beautiful artwork. Looks amazing. It looks like it was a lot of fun doing this. Are you allowed to show wire frames and/or texture maps?
Replies
I've been looking at the texture maps of some of these props for modding/custom content purposes - out of curiosity, are these props using a type of diffuse/(mono)specular texture map shader? At first glance, it seems to be something close to metalness map, but closer to source engine environment mapping then anything modern.
@Slosh - It's diffuse, spec, & normals
@Brian - I'm especially proud of getting that in
@Lt_Commander - I'm not sure how much I can divulge as far as the tech goes. I'll ask around and see exactly what can be told. But as far as the spec goes, we use an RGBA texture with each channel controlling a different aspect of the specularity
@Nastobi - We do use normal maps but we minimize the map's use to only the major parts of the model (choppies, seams, divots, etc.)
It's refreshing to see art from the Sims as a dump. I wish more, casual games would provide art dumps too.
Thanks! I appreciate the response, and completely understand the need for keeping things non-specific for legal reasons.
Now go go sims 4 nightlife expansion! Mah sims need to be seated at a restaurant after drivin' their whip
@Atomander - No sculpts. These are all hand painted.