Some ingame screenies (just my testscene tho) i made for luxology for their games related modo presentation.
It's all a shameless plug too. We're still looking for more awesome environment artists and/or texture artists (for world textures and props skins).
Too many character fixed artists theses days...
Interesting post, Strangefat. I admit I had to read over it all a few times to figure out what you're talking about, but I like it. Thanks for the info.
i def need to give modo a try. is it still separated into two separate programs? one for modeling/texturing and another for animation/rigging? and is do they still have a beta or trial going on?
not to bad overall, some of those modo painted height maps add a hell of a lot, but some of them just noise it up way to much. looks like painted over tin foil and you may want to watch your materials and how they flow in the mesh... i dont think bricks normally get layed like this:
The stuff is ingame from the game we're working on, Darksector, can be seen in the Gameinformer november issue.
I made those screenshots for Lux, they were looking for some game related stuff done in modo to show around, and that stuff was all modeled and 'normalmapped' in modo. The colormaps are PS of course.
I like the last shot best mario, nice work as always. Oh and good luck on finding environment guys, we're worth our weight in gold these days as everyone wants to be the hero and do the characters heh
Still, thats great job security for those us willing and able to do them. It's just a shame more people dont realise how with next gen, EVERYTHING is interesting to model now and env work is where the greater advances are being made in quality.
Pretty much every review of Gears, its the environments people rave about as theres such a bad attitude out there amoungst artists, like environment work is the shit work.
Not that I never saw them, but cool stuff , as Ror, I prefer the last one, as we were talking about recently, this is the one that has the most contrast in the material blending, which makes it stronger.
I also +1 the enviro artists comment, even if I was doing mostly characters (and still do some for my own projects) working as an enviro artist is way better than what can be said (shit work, crates, etc - though that unfortunately can happen) but there's so much stuff to do, if you're a bit bored of doing one kind of enviro you can still do something completely different but still in th same field, you still have to use cool ass softs like mudbox or zbrush and can still make complex shapes and all.
and apply, mario is really cool to work with...just don't steal his coke (I swear I didn't!!!, I always steal it from the other fridge!!!)
I went on the lux website and couldn't find them tho, any idea when they will be shown? or if they are already, where they are?)
I'm relly interested about this discussion, I mean do you guys think there is an oversaturation of character artists out there?
I thought it was animation since all the assmonkeys I know at school are wanting to become animators.
I think the lack of environnement artists comes from the fact that there aren't a lot of available ressources. I mean the only tutorials I can think of at the mo' are cholden's ones (non Unreal related, saw there are a lot of books and dvds on the subject already).
It'd be cool if someone makes some sort of introduction to environnement making for character modelers especially by mentioning all the usual stuff beginners aren't aware of (little problems like scaling, uv mapping large surfaces, tiling... I think there is way more but these are the only things I can think of at the moment). And it'be cooler if it was generic for major softwares (max maya modo...).
Sorry if this post looks stupid but you env guys got me interested
It's all a shameless plug too. We're still looking for more awesome environment artists and/or texture artists (for world textures and props skins).
Too many character fixed artists theses days...
[/ QUOTE ]
Awesome everything but the texture work is ACE...wow ! You know it's wierd that you mention there are so many character artists because when I browse the 3D model finished gallery at CGtalk ,environment models have to out number character models 10-15 to 1 ! Does there really seem to be a shortage of good environment modelers ?
can someone explains me the difference between what is called "photosource derived normap map" and a bump map? cause I guess it just reads the value of the photo as an elevation? or I'm missing something?
by the way nice architecture.. (but I doubt the floor should be this flat )
hey all...
Photosource derived normalmap is a complex way to say 'i used the NVidia filter' ...or in this case, i baked the normalmaps from the textures in modo.
Does kinda the same the PS filter does, but playing with the render settings in modo gives nicer results than the filter could give you.
The bump/height map is just the usual grayscale. Our engine combines the normalmap with the bumpmap, kinda like doom3 i think.
The floor... i just threw those meshes quick into my test level to make the screenshots, things wont match
And the textures on some shots are wildly mixed just to show the difference.
And somebody is STILL stealing my coke and Tea...
I don't know if they will post the images in the lux forums. They asked permission some days ago, so they might.
The images, and others i made for them, where for their presentations when they go to game studios etc.
Like Ror was saying, i can quite surely say that as a good environment/texture guy you can go work ANYWHERE you want in the industry.
Hey StrangeFate that is some really nice work on the buildings. As others have stated the last image is looking the best. It has lots of colors and the normal and bump maps are standing out the most. I especialy like the huge cracks on the walls. Also the arhitecture is nice. To bad the balconys dont have more polys. Some aditional bevels to remove the cube look. I think it would look even better with some of the decals (dirt) under the windows. And the shadow bias on the left balcony is distracting me. I am really intrested on how you did those normal maps. I know you modeled some of the cracks and used the nvfilter in photoshop to do some of the finer detailes. I would just like to know the process you guys are doing for the normal maps. The more you know the better you get. Good luck with the Darksector so far. Images look promising. What engine are you guys using for DS. The new direction is making it better than old high tech anime look.
By the way I totaly agree about enviroment artist. I think that enviroment art can be just as fun as designing the characters. I myself have the luxury to do character and enviroment at work. So it is nice to switch between those to. And now that we can play with shaders, it is even better and much more fun. Anyway just my two cents.
Guess i'll have to add some cracks to the original textures then
The balconies... only the ground level stuff gets bevels to look rounded, or vertical edges that happen to go all the way up through the model.
The lighting in the real levels is a lot softer and post effects were off for those screenshots so you can't really see the sharp edges ingame in most situations.
Awesome work, Strangefate. You've become a hell of a lot better in the past few years. Compared to your earlier work I'm used to (custom dungeon siege models, etc) this is far above it. Your highpoly work is outstanding. Good stuff
Replies
not to bad overall, some of those modo painted height maps add a hell of a lot, but some of them just noise it up way to much. looks like painted over tin foil and you may want to watch your materials and how they flow in the mesh... i dont think bricks normally get layed like this:
I can feel is some sort of matrix!
The stuff is ingame from the game we're working on, Darksector, can be seen in the Gameinformer november issue.
I made those screenshots for Lux, they were looking for some game related stuff done in modo to show around, and that stuff was all modeled and 'normalmapped' in modo. The colormaps are PS of course.
And, we're looking for more texture and environment artists.
http://www.digitalextremes.com
Still, thats great job security for those us willing and able to do them. It's just a shame more people dont realise how with next gen, EVERYTHING is interesting to model now and env work is where the greater advances are being made in quality.
Pretty much every review of Gears, its the environments people rave about as theres such a bad attitude out there amoungst artists, like environment work is the shit work.
r.
I also +1 the enviro artists comment, even if I was doing mostly characters (and still do some for my own projects) working as an enviro artist is way better than what can be said (shit work, crates, etc - though that unfortunately can happen) but there's so much stuff to do, if you're a bit bored of doing one kind of enviro you can still do something completely different but still in th same field, you still have to use cool ass softs like mudbox or zbrush and can still make complex shapes and all.
and apply, mario is really cool to work with...just don't steal his coke (I swear I didn't!!!, I always steal it from the other fridge!!!)
I went on the lux website and couldn't find them tho, any idea when they will be shown? or if they are already, where they are?)
I'm relly interested about this discussion, I mean do you guys think there is an oversaturation of character artists out there?
I thought it was animation since all the assmonkeys I know at school are wanting to become animators.
I think the lack of environnement artists comes from the fact that there aren't a lot of available ressources. I mean the only tutorials I can think of at the mo' are cholden's ones (non Unreal related, saw there are a lot of books and dvds on the subject already).
It'd be cool if someone makes some sort of introduction to environnement making for character modelers especially by mentioning all the usual stuff beginners aren't aware of (little problems like scaling, uv mapping large surfaces, tiling... I think there is way more but these are the only things I can think of at the moment). And it'be cooler if it was generic for major softwares (max maya modo...).
Sorry if this post looks stupid but you env guys got me interested
Ciao!
It's all a shameless plug too. We're still looking for more awesome environment artists and/or texture artists (for world textures and props skins).
Too many character fixed artists theses days...
[/ QUOTE ]
Awesome everything but the texture work is ACE...wow ! You know it's wierd that you mention there are so many character artists because when I browse the 3D model finished gallery at CGtalk ,environment models have to out number character models 10-15 to 1 ! Does there really seem to be a shortage of good environment modelers ?
r.
by the way nice architecture.. (but I doubt the floor should be this flat )
Photosource derived normalmap is a complex way to say 'i used the NVidia filter' ...or in this case, i baked the normalmaps from the textures in modo.
Does kinda the same the PS filter does, but playing with the render settings in modo gives nicer results than the filter could give you.
The bump/height map is just the usual grayscale. Our engine combines the normalmap with the bumpmap, kinda like doom3 i think.
The floor... i just threw those meshes quick into my test level to make the screenshots, things wont match
And the textures on some shots are wildly mixed just to show the difference.
And somebody is STILL stealing my coke and Tea...
I don't know if they will post the images in the lux forums. They asked permission some days ago, so they might.
The images, and others i made for them, where for their presentations when they go to game studios etc.
Like Ror was saying, i can quite surely say that as a good environment/texture guy you can go work ANYWHERE you want in the industry.
By the way I totaly agree about enviroment artist. I think that enviroment art can be just as fun as designing the characters. I myself have the luxury to do character and enviroment at work. So it is nice to switch between those to. And now that we can play with shaders, it is even better and much more fun. Anyway just my two cents.
The balconies... only the ground level stuff gets bevels to look rounded, or vertical edges that happen to go all the way up through the model.
The lighting in the real levels is a lot softer and post effects were off for those screenshots so you can't really see the sharp edges ingame in most situations.
To go with that discussion Ror started, some enviro items and/or their hipoly versions aka = 'enviro work is fun and lets you do a lot of different cool things'.
...was all in the game informer too ... (or some was scrapped long ago)
haven't gotten around to bump the stone parts properly yet...
http://www.strangefate.com/webby/ds/fountain-ingame.jpg
http://www.strangefate.com/webby/ds/horse.jpg
http://www.strangefate.com/webby/ds/madrenders3s.jpg
http://www.strangefate.com/webby/ds/madstatue-self.jpg
http://www.strangefate.com/webby/ds/gargoyle.jpg
http://www.strangefate.com/webby/ds/gargoyle2.jpg
http://www.strangefate.com/webby/ds/clock-wip.jpg
http://www.cs.ualberta.ca/~acoman/images/prague/119-1927_IMG.JPG
Inspiration for your clock model?
I like your darker twist on it
that was indeed the inspiration for the clock