Metal gear Solid V:The Phantom Pain has been out for a while now and i hope you all have had a chance to check it out! Hideo Kojima really is amazing at what he does and the entire team in Japan did an awesome job making his vision into a reality. I hope he will continue to make more games after his departure from Konami. I was lucky enough to work at the Kojima LA studio and contribute to the Metal Gear Online multiplayer that launched today to all of the consoles
The Los Angeles team put together an awesome final product for MGO and I hope if you picked up MGSV that you get a chance to jump into the multiplayer for a bit and see what it’s all about. I had departed the studio and am at Naughty Dog currently, but I snagged a few screenshots of what I had worked on for the game before leaving. Some images may appear slightly different than the final product, but I thought to share with all of you what I had done with my time at Kojima Productions and I hope you all like it! Additional work and environment contributions include Tuan Ngo, David Brumbley, Javier Perez, and Richard Gardner. They are all super talented artists and it was great working with them. I've been in touch with them, and I believe hopefully they will share some images here as well of their work!
The images here are all from work I completed alongside Tuan Ngo and with the help of some single player assets from Japan. I also was lucky enough to create a few unique assets and textures for the “Jade Forest” African Jungle Map and have included some images of conceptualized multiplayer maps during the production phase as well. Enjoy!
Feel free to check out my facebook for updates and I'm currently working on a texturing tutorial that I hope to share with all of you sometime this year http://www.facebook.com/purepolygons
Thanks!
This is the result of a collaboration between myself and Richard Gardner.
Really happy how it turned out, i learned a lot.
Gray Rampart// This level was created using assets built by single player artists at Kojima Productions Japan and re-purposed them in order to create a multiplayer map. This level is the result of hard work between multiple artists and most assets have been through many hands. I was mainly responsible for the Dam itself, it was the one hero asset created in house. I modeled it after a designer blackout and uvd and textured with pre existing texture sheets, as well as some new textures created by myself. Other responsibilities included set dressing the interior and exterior of the dam with single player assets, making texture modifications to the crane and bridge, and optimizing poly count and draw call numbers on a number of assets throughout the map.
Beautiful stuff guys! Would love to see your assets/textures if you have them I cant wait to jump online later on tonight. Looks like its going to be a blast.
Beautiful stuff guys! Would love to see your assets/textures if you have them I cant wait to jump online later on tonight. Looks like its going to be a blast.
Haha hope you enjoy it, I might have a couple of shots of some zbrush sculpts, but not a lot unfortunately. I'll try to check this week
*EDIT - I couldn't find a ton of stuff, but I have added some more images that I have on my comp from MGO and Kojima. Enjoy!*
This stuff looks fantastic! Did you guys get to rebuild these assets from scratch and just match the art from the main game?
Id say 75% of these maps were constructed with single player assets. The other 15% was us creating new props, kit bashing existing props, and retexturing certain props to fit our needs.
As far as consistency goes, we had the Lead CG artist in japan review our stuff periodically
i sometimes wonder how it feels to go online in to a map you ve created. How does it feel to see other people(players) bringing it to life. I bet you sure know the weak spots of the map and know it inside and out haha
Would be funny if someone intentionally made a gaps or so to glitch through when shipped. Just a thought lol.
Hahaha I've always thought about doing that, but our QA team was too good, they definitely would have caught the glitch haha :P
I still have to see if I was able to get any asset shots, I think I have a couple at home, but not a lot unfortunately.
Hey guys! I added a few more screenshots and some pics of the asset work that I was able to find on my comp. That's everything I had left though haha. Enjoy! Hope it's useful
Nice work guys... i love the rock formations... old school stuff that works incredibly well in the game
Thanks man Yeah a lot of the assets and sculpts I shared are from back in 2013. It's crazy how quickly workflows change and how we do new things with all of these new tools these days
It works man! We were talking about it the other day... one of the best things about MGS V is how consistent the art quality is... its a great game for the big picture and beautiful vistas... there are a lot of good choices in the environments...
Are you guys gonna share some more stuff?
How big was the team there working on environments?
Motherbase was made in Japan? Or did you also helped?
Thanks man Yeah a lot of the assets and sculpts I shared are from back in 2013. It's crazy how quickly workflows change and how we do new things with all of these new tools these days
It works man! We were talking about it the other day... one of the best things about MGS V is how consistent the art quality is... its a great game for the big picture and beautiful vistas... there are a lot of good choices in the environments...
Are you guys gonna share some more stuff?
How big was the team there working on environments?
Motherbase was made in Japan? Or did you also helped?
Were trying to get the other artists to put some of their stuff up. The env team was a total of 5. Crazy i know.
Correct, motherbase was made in japan. I reused some of the textures used on motherbase on the ship in Amber Station :poly142:
Jacob, those sculpts look great! I love the wall damage. How did you texture that guy? Tiling textures? It holds up very well in game
Thanks kernersvillan!
At Kojima we had a library of albedo textures with proper textures values in place. Such as tiling plaster or bricks, but of course from the base textures we can create our own color variations and different versions of textures, but the provided base materials were a great way to get a good start with color corrected images and levels. Then I fixed up all of the seams in Mari
These are such awesmoe sculpts , so for an asset like this that you'd probably reuse, do you do a decimate in zbrush or properly retopo for optimization? Really appreciate you guys dropping this art dump
These are such awesmoe sculpts , so for an asset like this that you'd probably reuse, do you do a decimate in zbrush or properly retopo for optimization? Really appreciate you guys dropping this art dump
Thanks man!
Actually, I used to use decimation master a lot, but I have been seeing some pretty good results from ZRemesher actually in 4R7. I like it too because it gives me nice clean quads to work with and makes things a lot easier. It really depends on the type of surface or asset you are sculpting if Decimation master or ZRemesher is better in that case, but I definitely try to use remesher when it works. There's always usually a little bit of cleanup here and there with whatever you use, but I don't generally retopo a whole assets. That's mostly for characters or things that need a skeleton with certain verts or edge loops. Hope that helps
Replies
Really happy how it turned out, i learned a lot.
Gray Rampart// This level was created using assets built by single player artists at Kojima Productions Japan and re-purposed them in order to create a multiplayer map. This level is the result of hard work between multiple artists and most assets have been through many hands. I was mainly responsible for the Dam itself, it was the one hero asset created in house. I modeled it after a designer blackout and uvd and textured with pre existing texture sheets, as well as some new textures created by myself. Other responsibilities included set dressing the interior and exterior of the dam with single player assets, making texture modifications to the crane and bridge, and optimizing poly count and draw call numbers on a number of assets throughout the map.
Edit: so was world machine used for mgo/mgsv? Played mgo a bit earlier today, and everything blends in so great.
Additional Work and concepted maps
The following shots are from the first week learning the fox engine and its terrain editor
Yeah we used World Machine a lot and Japan used it on most all of the game i'd say. It's super powerful when mixed with the Fox Engine terrain tools
Haha hope you enjoy it, I might have a couple of shots of some zbrush sculpts, but not a lot unfortunately. I'll try to check this week
*EDIT - I couldn't find a ton of stuff, but I have added some more images that I have on my comp from MGO and Kojima. Enjoy!*
Zbrush and asset shots
More - "Jade Forest"
More - "Map Concepting"
Id say 75% of these maps were constructed with single player assets. The other 15% was us creating new props, kit bashing existing props, and retexturing certain props to fit our needs.
As far as consistency goes, we had the Lead CG artist in japan review our stuff periodically
THANKS!:poly122:
THANKS!:poly142:
Hahaha I've always thought about doing that, but our QA team was too good, they definitely would have caught the glitch haha :P
I still have to see if I was able to get any asset shots, I think I have a couple at home, but not a lot unfortunately.
Images can be found in the post above
http://www.polycount.com/forum/showthread.php?p=2360773#post2360773
Thanks man Yeah a lot of the assets and sculpts I shared are from back in 2013. It's crazy how quickly workflows change and how we do new things with all of these new tools these days
Are you guys gonna share some more stuff?
How big was the team there working on environments?
Motherbase was made in Japan? Or did you also helped?
Were trying to get the other artists to put some of their stuff up. The env team was a total of 5. Crazy i know.
Correct, motherbase was made in japan. I reused some of the textures used on motherbase on the ship in Amber Station :poly142:
Jacob, those sculpts look great! I love the damaged wall. How did you texture that guy? Tiling textures? It holds up very well in game
Thanks kernersvillan!
At Kojima we had a library of albedo textures with proper textures values in place. Such as tiling plaster or bricks, but of course from the base textures we can create our own color variations and different versions of textures, but the provided base materials were a great way to get a good start with color corrected images and levels. Then I fixed up all of the seams in Mari
Thanks man!
Actually, I used to use decimation master a lot, but I have been seeing some pretty good results from ZRemesher actually in 4R7. I like it too because it gives me nice clean quads to work with and makes things a lot easier. It really depends on the type of surface or asset you are sculpting if Decimation master or ZRemesher is better in that case, but I definitely try to use remesher when it works. There's always usually a little bit of cleanup here and there with whatever you use, but I don't generally retopo a whole assets. That's mostly for characters or things that need a skeleton with certain verts or edge loops. Hope that helps
putting the GZ shaders in TPP, please, more like ground zeroes