HI guys!, I'm posting some work I've done for Halo 5.
My job in this project was to create Forerunner alien architecture. I was trying to deliver more figurative look such as form and structure rather than total abstract. Here's a link to the more images on artstation. I have learned a lot during this project, so many thanks to the environment team of 343 industries. You can take a look at short design lessons on artstation images. https://www.artstation.com/artist/jihoonkim
Awesome stuff! Have always loved forerunner architecture in the halo series and your work with It is fantastic! If you do post on the tech talk sub forum I'll be sure to give it a read
I really loved all of the forerunner structures in Halo 4 and 5, and a lot of the human structures were fantastic in them too. Thank you for posting your work!
Awesome! I always wondered how you guys handled texel density when the megastructures became particularly big. Are the normal maps really hi res to compensate?
Awesome! I always wondered how you guys handled texel density when the megastructures became particularly big. Are the normal maps really hi res to compensate?
Yes, I too would be curious to look under the hood in this department.
Awesome! I always wondered how you guys handled texel density when the megastructures became particularly big. Are the normal maps really hi res to compensate?
Yes, I too would be curious to look under the hood in this department.
Hey guys, they are all using tiling textures, nothing in here is a high poly bake.
So the final in-game models are just straight up geo with bevels? And then smaller detail pieces here and there that are baked but have better texel density? Or are you using trim sheets to run normal map bevels on edges and just tiling the diffuse/detail?
Hey @pixelpatron Alex actually goes over the workflow of how they do things in Halo in this tutorial. He doesn't go into modeling the trim normal maps or making the textures themselves, but his focus here is on what sorts of textures you need, how to use them, and how to model your assets to make the best use of them. Hope it helps! https://gumroad.com/acms
Awesome work. You are very talented. Can I ask what your workflow was to create some of this Art? It is a rare oppertunity to talk to ask a professional about his methods and I a, always trying to learn something new.
In a way its like working backwards from the traditional high/low poly baking method, where you have your texture first and then fit your uvs to the texture.
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Alex actually goes over the workflow of how they do things in Halo in this tutorial. He doesn't go into modeling the trim normal maps or making the textures themselves, but his focus here is on what sorts of textures you need, how to use them, and how to model your assets to make the best use of them. Hope it helps!
https://gumroad.com/acms
what do you mean by trim sheets? I haven't heard of that term before.. sadly
[image source: http://www.thiagoklafke.com/modularenvironments.html]
In a way its like working backwards from the traditional high/low poly baking method, where you have your texture first and then fit your uvs to the texture.