Excited to make this post! As I get ready to start work at a new job next week (with many of you all ), I've been given permission to display some of the assets and scenes I've been working on for the past year at Windward Mark Interactive.
These props, vehicles, and environments are part of Alliance: The Silent War (www.alliancethegame.com); I worked extensively on them with Soenke Seidel ("warby" on these forums) whom I suspect will be making a similar post soon! The assets and scenes below are the ones that I worked most heavily on, or was most proud of, and I'm very happy to be able to show them.
I'm also looking to be able to add about a third of these to my portfolio, so I'd appreciate any feedback people have about which ones are strongest and which could be dropped. The scenes are strictly maya screengrabs with 100% self-illumination; they suffer quite a bit from having no shading, specularity, ambient occlusion, or atmospherics.
hey lookin good! Im very confused by something though, I was always told at school that anything more than 4 sides to a polygon was a no no. And I see that alot in your models. Is that acceptable now? Also I see on the top of your table you have it divided and since it seems like those edges arnt doing anything Im wondering why they are there. And since this is profesional work Im sure theres a reason. Anyways, not trying to take away from the work, just confused.
One thing I noticed, if you're going for realism and accurate vehicles you probably want fix some stuff on your Panzer IV model. If you don't aim for accuracy simply forget the following as it's not THAT important.
I'm not sure which model of the Panzer IV you're exactly after, according to the armor plates it's either Ausf.(=model) G or H. In both cases some parts of your model are off.
I did a quick paintover to illustrate the main issues:
Most important issue is the shape of the turret - it needs to be totally flat on top, there are no rounded parts on it.
Nice side effect of this is that it'd also save some tris.
Also as you can see on the reference the shape of the armor plates of the turret are off.
The rest are minor issues, I marked them on the paintover, since I'm bored right now
In case you're wondering - I'm working on a Panzer IV model myself right now and therefore studied quite a lot references on the web.
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hey lookin good! Im very confused by something though, I was always told at school that anything more than 4 sides to a polygon was a no no.
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I really wish schools would take the time to explain why, instead of just packing hard and fast rules in a cannon and firing them off at students.
Most engines break things down into triangles. The triangles are there even if you only see a few defined edges. As long as it breaks down to tris just fine it shouldn't matter what edges are defined.
As for the wasted polys, I suspect that is to save texture space. I think the entire table is using only 25% of a full table texture if that makes sense. It depends on the game which is more important to optimize for texture space/memory or geometry. With processors getting faster and being able to handle more geometry you'll see this happen more and more.
As for the work, AMAZING, I can't wait to see it in game, really good stuff!
bloody hell i love every single asset
scott: the weakest model imo is the couch and maybe the car. the textures just dont kick as much as the others do. love the lamps and the german village.
warby: really nice detail. im glad to see you got rid of the burn/dodge in your textures you used so often in your early days :P
i really hope this game will be released at some point. just so i can run through the maps
I just got the permission to post something I've done for Windward Mark Interactive. Swiss army weapon!!
Edit: I hope it's ok to post these in this thread noritsune, I only asked Warby. If not I'm gonna move them.
wow, gorgeous stuff guys. I would love to see those scenes lit noritsun! Like you said, they're really hard to look at in that state, but damn nice work all around.
How did I miss this thread?! nori & warby, both have done some outstanding work. Are these shots from within the games engine? Or rendered out from the 3D app? I ask because the rendering styles are different from Nori's to Warbys. Or did one do in-game assets and the other do cinematic's?
thanks for all the great feedback. I'm glad you all liked the stuff! As I mentioned, it's been a blast to work on and I'm proud of what I've been able to do at WMI
To clarify about the rendering process: All of the shots I displayed are from Maya viewport. The props and vehicles are shown with a light setup and normalmaps + specularity, while the environments are strictly 100% diffuse layer. Warby's shots were made the same way - so everything you're seeing is out of Maya.
Hope that makes it less confusing.
The_Bird, I'll be starting work at Green Monster Games on monday, to join Bobo, Ghost_Rider, Blankslatejoe, et al... excited!
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I just got the permission to post something I've done for Windward Mark Interactive. Swiss army weapon!!
Edit: I hope it's ok to post these in this thread noritsune, I only asked Warby. If not I'm gonna move them.
Replies
I really like the aging on your textures.
its to bad about the scenes though as it would be cool to see them with some better lighting ect.
One thing I noticed, if you're going for realism and accurate vehicles you probably want fix some stuff on your Panzer IV model. If you don't aim for accuracy simply forget the following as it's not THAT important.
I'm not sure which model of the Panzer IV you're exactly after, according to the armor plates it's either Ausf.(=model) G or H. In both cases some parts of your model are off.
I did a quick paintover to illustrate the main issues:
Most important issue is the shape of the turret - it needs to be totally flat on top, there are no rounded parts on it.
Nice side effect of this is that it'd also save some tris.
Also as you can see on the reference the shape of the armor plates of the turret are off.
Next thing I'd change is the back of your model. As you can see on this reference there are no hatches like on your model, but two ventilation slots for the engine. Here's another reference for the back of the tank and this one for the side of the tank
The rest are minor issues, I marked them on the paintover, since I'm bored right now
In case you're wondering - I'm working on a Panzer IV model myself right now and therefore studied quite a lot references on the web.
hey lookin good! Im very confused by something though, I was always told at school that anything more than 4 sides to a polygon was a no no.
[/ QUOTE ]
I really wish schools would take the time to explain why, instead of just packing hard and fast rules in a cannon and firing them off at students.
Most engines break things down into triangles. The triangles are there even if you only see a few defined edges. As long as it breaks down to tris just fine it shouldn't matter what edges are defined.
As for the wasted polys, I suspect that is to save texture space. I think the entire table is using only 25% of a full table texture if that makes sense. It depends on the game which is more important to optimize for texture space/memory or geometry. With processors getting faster and being able to handle more geometry you'll see this happen more and more.
As for the work, AMAZING, I can't wait to see it in game, really good stuff!
BTW great work there.
congrats!
modeling uv and texturing by warby always with a dash of criticism/tweaking/flaming-help from duquetto san
Can we see some texture sheets/wires?
scott: the weakest model imo is the couch and maybe the car. the textures just dont kick as much as the others do. love the lamps and the german village.
warby: really nice detail. im glad to see you got rid of the burn/dodge in your textures you used so often in your early days :P
i really hope this game will be released at some point. just so i can run through the maps
Some wires would be nice warby
Edit: I hope it's ok to post these in this thread noritsune, I only asked Warby. If not I'm gonna move them.
Inspiring work guys. I've been dropping links to your main site ever since I saw it here. Amazing and different angle on the FPS genre. Very nice.
Either way, stellar job fellas.
thanks for all the great feedback. I'm glad you all liked the stuff! As I mentioned, it's been a blast to work on and I'm proud of what I've been able to do at WMI
To clarify about the rendering process: All of the shots I displayed are from Maya viewport. The props and vehicles are shown with a light setup and normalmaps + specularity, while the environments are strictly 100% diffuse layer. Warby's shots were made the same way - so everything you're seeing is out of Maya.
Hope that makes it less confusing.
The_Bird, I'll be starting work at Green Monster Games on monday, to join Bobo, Ghost_Rider, Blankslatejoe, et al... excited!
I just got the permission to post something I've done for Windward Mark Interactive. Swiss army weapon!!
Edit: I hope it's ok to post these in this thread noritsune, I only asked Warby. If not I'm gonna move them.
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These two need more love, awesome metal textures!
www.alliancethegame.com