All the sculpts look great! For the debris pieces in particular do you have any preferred brush that stands out when working on those pieces? Assuming these were done in Zbrush.
Gerriddo - well i used and mixed various brushes,but i think i used the TrimSmoothBorder and Mallet02 mostly..Orb cracks,Dam Standard for small details..
hey guys... im really wowed by your kind comments on the debris pieces THANK YOU..
regarding the process - its all hand sculpted,for the small details(dents,chips,cracks) did some custom alphas - had to follow the concept arts well
for the final ingame meshes, 343 used various tiling textures for really fine details - my task was to do hipoly models,lowpoly,UVs and bakes
343 art lead told us to follow the rule of 1/3 = - 1/3 major big details for far distance - 1/3 medium details for middle distance - 1/3 small details for close distance
if you follow this rule you should be just fine to get a nice looking sculpt which is not too dense/noisy in the details,reads well and eyes have "free" space to relax..
i dont stream online - i dont think its required since so many great artists do that + really busy with jobs,family and such
These pieces are really well done. I've played through Halo 5 and I remember seeing those monolith pieces. I do not remember exactly where but I do remember seeing them. As for the rubble, well I can't say any rubble is memorable, but I will say that the pieces look really well done, look natural and realistic. I could think of some places that I might of seen your rubble pieces in the game.
good work, looks great can you tell about technical part? - how many polygons, can you show wireframe of 0 & 1 lod - tat about textures pipeline? used programms, dimmentions, how applied detail-textures in the game (how many details) - tell about the sahding if you know & this is not the secret - how long it takes to create such obects, your part of job thanks
Replies
Gerriddo - well i used and mixed various brushes,but i think i used the TrimSmoothBorder and Mallet02 mostly..Orb cracks,Dam Standard for small details..
Ninja sculpt skillz, gg!
regarding the process - its all hand sculpted,for the small details(dents,chips,cracks) did some custom alphas - had to follow the concept arts well
for the final ingame meshes, 343 used various tiling textures for really fine details - my task was to do hipoly models,lowpoly,UVs and bakes
343 art lead told us to follow the rule of 1/3 =
- 1/3 major big details for far distance
- 1/3 medium details for middle distance
- 1/3 small details for close distance
if you follow this rule you should be just fine to get a nice looking sculpt which is not too dense/noisy in the details,reads well and eyes have "free" space to relax..
i dont stream online - i dont think its required since so many great artists do that + really busy with jobs,family and such
cheers and have a nice and creative day
R.
can you tell about technical part?
- how many polygons, can you show wireframe of 0 & 1 lod
- tat about textures pipeline? used programms, dimmentions, how applied detail-textures in the game (how many details)
- tell about the sahding if you know & this is not the secret
- how long it takes to create such obects, your part of job
thanks