The main chapter I worked on during Old Blood's production was chapter06. I was on it from the initial greyblock all the way to closing the map for goldmaster.
NOTE: These environments are team efforts. I was responsible for building the environment/texturing and propping it out + stamping the are. Almost all assets were provided by the talented artists at MachineGames.
The main chapter I worked on during Old Blood's production was chapter06. I was on it from the initial greyblock all the way to closing the map for goldmaster.
NOTE: These environments are team efforts. I was responsible for building the environment/texturing and propping it out + stamping the are. Almost all assets were provided by the talented artists at MachineGames.
The main chapter I worked on during Old Blood's production was chapter06. I was on it from the initial greyblock all the way to closing the map for goldmaster.
NOTE: These environments are team efforts. I was responsible for building the environment/texturing and propping it out + stamping the are. Almost all assets were provided by the talented artists at MachineGames.
Nice work, but frankly the pictures are REALLY too big. Not all of us have 4k screens and ultra fast internet connections... I understand that you are proud of your work and the level of details, but you should have posted half size images and put a link to a high def gallery.
It's not great to wait 5 minutes for a page to load... A lot of people could simply close the thread without watching.
Yeah, I'll give him that. This thread loads SUPER slow and I have a good connection here. It doesn't even bother finishing the load most of the time... Images are WAY too big.
Awesome work, for your high poly renders do you just render a out a pass with the high spec materials w/ shadows and then also an AO pass which you turn into that rust color?
NOTE: These environments are team efforts. On chapter 05 my job was adding detail passes to the existing architecture. Almost all assets were provided by the talented artists at MachineGames
Thanks guys
Dont forget to check out the first part as well done by Tor Frick and Ivan Nestorov http://www.polycount.com/forum/showthread.php?t=153145 skyline5gtr I dont know if we are allowed to tell those things
- will check and come back to you on that
Thanks guys
Dont forget to check out the first part as well done by Tor Frick and Ivan Nestorov http://www.polycount.com/forum/showthread.php?t=153145 skyline5gtr I dont know if we are allowed to tell those things
- will check and come back to you on that
Can you just say like under 25k or under 50k lol. Just set a cap limit
love the clutter! I cant believe how clean and sharp everything looks. None of the mipping artifacts you would see with other megatexture game. Great job!!!
love the clutter! I cant believe how clean and sharp everything looks. None of the mipping artifacts you would see with other megatexture game. Great job!!!
Hi guys! NOTE: These environments are team efforts. I was responsible for set dressing the environment/texturing and propping it out and also making some of the props, during my internship time at MachineGames. Almost all assets were provided by the talented artists at MachineGames.
Hey!
I worked on Wolfenstein: The Old Blood during the last half of the production and I was responsible mainly for stamping, world building based on block outs and/or first pass geo, set dressing and doing some final geo changes to accomodate certain gameplay demands.
The chapter I worked mainly was the first half of chapter 03, the entrance to Wolfenstein Keep. The first pass and also, part of the completed level was built by Fredrik Stertman. Also, all the models I have used were created previously by the awesome artists at MachineGames.
In the following shots I was responsible mainly for world building, stamping, bug fixing and/or accommodating game play demands for environment changes.
Here is the fish house, in chapter 07. I did the set dressing and also tweaked parts of the already existing structure geo as well as stamping. All the models that I have used were created by the awesome artists at MachineGames.
This is the epilogue scene that appears only in the final cutscene of the game. It was a fun little place to build from blocking out up to preparing it for the final shot. All the models that I have used were previously created by the awesome artists at MachineGames.
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NOTE: These environments are team efforts. I was responsible for building the environment/texturing and propping it out + stamping the are. Almost all assets were provided by the talented artists at MachineGames.
NOTE: These environments are team efforts. I was responsible for building the environment/texturing and propping it out + stamping the are. Almost all assets were provided by the talented artists at MachineGames.
NOTE: These environments are team efforts. I was responsible for building the environment/texturing and propping it out + stamping the are. Almost all assets were provided by the talented artists at MachineGames.
It's not great to wait 5 minutes for a page to load... A lot of people could simply close the thread without watching.
I most say, I had to refresh this page 10 times to see all the images!
looks really cool
Freaking amazing work man.
Dont forget to check out the first part as well done by Tor Frick and Ivan Nestorov
http://www.polycount.com/forum/showthread.php?t=153145
skyline5gtr I dont know if we are allowed to tell those things
- will check and come back to you on that
Thanks - had a lot of fun making that kubelwagen
I worked on Wolfenstein: The Old Blood during the last half of the production and I was responsible mainly for stamping, world building based on block outs and/or first pass geo, set dressing and doing some final geo changes to accomodate certain gameplay demands.
The chapter I worked mainly was the first half of chapter 03, the entrance to Wolfenstein Keep. The first pass and also, part of the completed level was built by Fredrik Stertman. Also, all the models I have used were created previously by the awesome artists at MachineGames.
In the following shots I was responsible mainly for world building, stamping, bug fixing and/or accommodating game play demands for environment changes.
This is the epilogue scene that appears only in the final cutscene of the game. It was a fun little place to build from blocking out up to preparing it for the final shot. All the models that I have used were previously created by the awesome artists at MachineGames.
So Cool !!