Hey all!
Today is Far Cry Primal's release day, which means...we can all post our art for it for the world to see!
Over the last year, before I left Ubisoft Toronto, I had the chance to lead up a small team of artists to help our Biomes team at Ubisoft Montreal create over half the vegetation that populates the open world of Far Cry Primal.
Between the individual asset renders and the in-level screenshots below, you'll be able to see my individual contributions as well as that of my Toronto teammates' (
Darren Horrocks &
Yukiko Otsu) in the context of various levels across the Open World. For more info on my role and contributions, check out my website,
www.jobyek.com!
Big thanks to
Adam Lacharité,
Pascal de Sampaio and
Agustin Trechi over at Ubisoft Montreal who helped Darren, Yukiko and I hit the quality that Far Cry demands with its vegetation. It was all our first time at doing vegetation and having their help and patience during all of production was invaluable.
I'll try and get other artists to post up their work on here too, lots of great artwork that went into the game!
As usual, if you have any questions about the work, I'll do my best to answer!
[Individual asset shots have been removed as per Ubisoft's request. Sorry all.]
Replies
Yeah it would be nice to see some break downs and hear from you guys what kind of things did you have in consideration to create the whole set... number of variations of each mesh, process on some of the textures, how far did you guys go with details/highpolies...modules for composing the final assets, lods, tools....
The snow is is on the textures as well or is it some tech tool?
Foliage is usually a difficult issue, but you guys did a very good job with it!
No field trips unfortunately :P!
JBelay said: From a high-level, each of the 3 major biomes had one assistant art director who was in charge of them. They sourced the main refs and assured the creation a high-level concept art of the feel each biome would have. Then our tech artists in MTL would take that and break it down into the specific assets we'd need based on ref as well as our memory budgets. Across each biome, they tried to maximize the sharing of certain trees to help both in terms of memory and in visual blending between each biome.
We honestly didn't go too fancy in terms of texture creation this time around, it was heavy photographic ref sourcing from online sources and our Texture Artists would create the Diff/Norm/Roughness/etc. from there. One thing our MTL counterparts taught us is that sourcing ref with the scientific name of a tree/bush/etc. produces great refs! For the modeling, we relied heavily on the high-level refs as well as our own sourced ones.
_Kratos_ said: Compared to FC4, in terms of raw variations of each species of trees, we went for less (2 max per tree rather than 3-4), but then that helped us execute on nearly double the types of biomes and focus on blending the biomes into each other nicely. As far as modeling and texturing, we kept it pretty simple, no high-poly modeling was used for trunk models or what not as we had no macro normals, just straight tiles for the most part and we got a lot of custom details in by straight modeling in 3DSMax & SpeedTree. No high-poly modeling was used really for the textures, just straight up masterful work on the part of our Texture Artists in both nDo2 & CrazyBump.
As for the creation process, might be good for me to do a little blog post on that and expand slightly on one of 3D Programmer's talk from GDC last year: http://www.gdcvault.com/play/1022234/Rendering-the-World-of-Far (he touches on the vegetation pipeline during the talk). It's a pretty neat and efficient process that's worth sharing!
For the snow, it's all directly in the textures ! As for snow (and moss!) on the bottom of the trunks, that was handled by a combo of a mask + baked AO generated from SpeedTree.
Do you know who the level designers are that worked on Far Cry Primal?
Definitely can't post any wires or textures unfortunately. Atlassing of textures was done by hand in Photoshop, we worked closely with Texture Artists to get the best layout possible to maximize size of the elements as well as making sure we can cut the cards tight around them to reduce dead pixels and overdraw.
As you possibly saw in the talk, the trunk + leaf clusters are two separate objects and so we have all the large branches and such in the trunk mesh. Smaller/medium branches were typically on the texture sheets as a separate element to the leaves (no leaves on the branches in the texture) and then we'd build a nice medium/small branch cluster with both those alpha branches and leaves along it to give it a nice 3D look. I definitely think I'll be delving into this deeper in a blog post .
I'm following Jobye's art dump initiative by showing you guys a bit of my texture work on our game! If you have any questions, please feel free to ask
Cheers!
I was lucky enough to be a part of both the Biome team as a vegetation artist, and the map's team as a level artist on the BloodTusk Epic Hunt.
Here are some shots!
Biome -
Level Art - BloodTusk Epic Hunt
Thanks for taking a look Hope you liked it.
Cheers