Thanks for the nice comments I did very little Modeling on this project. Some whiteboxing here and there, but I finished very few Models. We had a dedicated Team and outsourcing for that. My responsibility was mainly propping the open world (as opposed to the Events), establishing the Base Layer to be as close to the real locations as possible and then adding all the layers (such as destruction, chaos, Faction dressing and microstories).
I don't think I will be allowed to show any breakdowns
Thanks for the nice comments I did very little Modeling on this project. Some whiteboxing here and there, but I finished very few Models. We had a dedicated Team and outsourcing for that. My responsibility was mainly propping the open world (as opposed to the Events), establishing the Base Layer to be as close to the real locations as possible and then adding all the layers (such as destruction, chaos, Faction dressing and microstories).
I don't think I will be allowed to show any breakdowns
I see, so you did level art then Its too bad that companies outsource models. That's the fun part x)
Absolutelly gorgeous, i`ve been enjoying this game since it came out, more that 300 hours of gameplay so far, and don`t get bored of the amazing art. Correct me if i`m wrong but are most of the enviroment assets and modular pieces just beveled meshes using some sort of vertex normals and tilling textues? My favourites parts are the subway stations, can`t wait for the next incursion and the expansions, congrats to all the team, and keep the good work!
Blows my mind, all those little worn edge decals on everything. Old school technique, but the deferred nature of the decals really sells it. Great work all around.
Blows my mind, all those little worn edge decals on everything. Old school technique, but the deferred nature of the decals really sells it. Great work all around.
I would've guessed that these details were material-layer blended using vertex colors applied only to the bevel. Basically an inner edge that is vertex painted and guarded by the actual non painted bevel edges.
Here are some more Picture from the Grand Central Mission we created The Level Designer "James grabka", lighting artist "Rafal Maka" and my self as the environment artist.
Hopefully I'm not too late to the party. But here is some of the weapons I did for The Division. Also, here is my artstation profile for some more images: https://www.artstation.com/artist/mikegalli
Replies
I did very little Modeling on this project. Some whiteboxing here and there, but I finished very few Models.
We had a dedicated Team and outsourcing for that.
My responsibility was mainly propping the open world (as opposed to the Events), establishing the Base Layer to be as close to the real locations as possible and then adding all the layers (such as destruction, chaos, Faction dressing and microstories).
I don't think I will be allowed to show any breakdowns
Hope you guys like it.
I did a thing too.
https://www.artstation.com/artwork/dg4yw
It was a lot of fun working on this project.
https://shenric13.artstation.com
Here a few shots that I helped put together!
-Bill Green
Correct me if i`m wrong but are most of the enviroment assets and modular pieces just beveled meshes using some sort of vertex normals and tilling textues? My favourites parts are the subway stations, can`t wait for the next incursion and the expansions, congrats to all the team, and keep the good work!
Here are a few props I made. Enjoy
-Tad
I would've guessed that these details were material-layer blended using vertex colors applied only to the bevel. Basically an inner edge that is vertex painted and guarded by the actual non painted bevel edges.
I hope you'll enjoy
I guess I'll leave this here too.
http://www.artstation.com/artist/xenia
https://www.artstation.com/artist/mikegalli
https://www.artstation.com/artist/harleywilson