The_Synj: haha, plenty of people in here work on console games, around here "pc" mostly just stands for polycount
and you're in luck, because we're on track for another company to help port the game to the 360.
jogshy: monkeyscience is one of our coders, he can tell you more about how we're doing the lighting.
katz: nice paintover, good points all around. in addition to what EQ said, those shots are tiny and not really a good representative of what we've got going on with the foliage system. and as far as color goes, we have a very adaptive post-processing filter that we use to tweak the look and feel of every level--in the level seen in that shot, I've used a post to purposefully tone some of the colors that you've boosted in your paintover... the player is about to run into an ambush or two, and then take part in a big battle.
glad you guys enjoy the shots, sorry we really can't post more or bigger ones just yet. if you're really good, maybe we can get a few more pics of those extra sexy weapon models
oh hay ! bumping this thread with an Art test i did for 8 monkey lab wich they gave permission to post here. All i have to say is that it was awesome , and i sure learned alot with this
Im still impressed with the way their team is organized and the level of quality of their work together with an awesome engine, something unique !
Awesome that Johny could finally post this. Seriously, the low-poly version looks amazing in the game... and with the level of detail he put into it, it should honestly be 100 feet tall (working on that).
Just chiming in again here to say that we've still got job positions open, and in particular, we really need level designers. It's a small team so everyone is pulling their weight (and then some), but we need more help. PM me or check out the job postings linked in the OP if you're interested.
I would like to mention that 8monkey does infact offer a VERY competitive Jack Monahan hand-job compensation program, actually I'll go out on a limb and say we offer THE BEST in the entire industry.
Hito : i was allowed 7 days , but i stretched a bit to 9 ehehe..
Mop : The highpoly took me something like 4 to 5 working days
KAtzeimsack : yeah, the lowpoly has too many details , but i will be working on trying to reduce the number of parts, i kinda got too much excited ahahah...
Hey guys, awesome stuff that your posting so far, the game is continuing to look sweet. Johny that is one nice piece of geometry you did there, so I hope EQ was extra nice to you for it:) One, question though guy's, why Iowa...I mean what in the world is in Iowa?...guy's should move to texas, so we can have more talented guys and studios around here:) hint hint.
As of now i think we're at 8 people onsite, and 2 on contract, we just hired another programmer and hopefully have some more people in the works too that should bring us up to around 13 or so total soon...
Per, I feel cheated. This is the quality you are capable of and look at the shit you've been making for us all along. I'm . I mean look at the resolution in that wireframe! it's gorgeous. Enuff said.
[ QUOTE ]
Here's my models, I made without reference
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*snerk*
Anyway. Game looks awesome guys, I just checked out the preview at IGN and was so relieved to hear it wasn't a Civil War game. It actually sounds a bit epic, especially the Pompeii part!
You guys must be bustin yer asses to get all the content for that type of game done! I'd be happy to do some off-site contract work for you guys, if I were good enough :P
How much time did you guys use for the characters (the ones shown at IGN)? They are looking pretty rushed with all those dirty edges, pixelation and waxy shading.
hey guys i hope you dont consider me obcessive , but since i now have acess to the model viewer i screencaped some images of the model in the editor and adjusted myself stuff.
All i have to say is that i am amazed at the ease of use and stability of the engine , its something that makes us wish more programs were as simple and straightforward as this...
Fantastic work Johny. This game just keeps looking better. The engine alone is enticing enough to make me want to buy it. Hopefully there will be an editor.
We're hoping to release the model viewer with the game, possibly before if we have the resources, and we'de like to package the level editor with the game as well.
Replies
I like the outdoor lighting... How are you doing it? Ambient diffuse cubemap or PRT?
and you're in luck, because we're on track for another company to help port the game to the 360.
jogshy: monkeyscience is one of our coders, he can tell you more about how we're doing the lighting.
katz: nice paintover, good points all around. in addition to what EQ said, those shots are tiny and not really a good representative of what we've got going on with the foliage system. and as far as color goes, we have a very adaptive post-processing filter that we use to tweak the look and feel of every level--in the level seen in that shot, I've used a post to purposefully tone some of the colors that you've boosted in your paintover... the player is about to run into an ambush or two, and then take part in a big battle.
glad you guys enjoy the shots, sorry we really can't post more or bigger ones just yet. if you're really good, maybe we can get a few more pics of those extra sexy weapon models
Very nice!
I like the outdoor lighting... How are you doing it? Ambient diffuse cubemap or PRT?
[/ QUOTE ]
Diffuse and specular cubemaps from HDR panoramas.
Im still impressed with the way their team is organized and the level of quality of their work together with an awesome engine, something unique !
[edit-will post better screens later
And the highpoly...
Just chiming in again here to say that we've still got job positions open, and in particular, we really need level designers. It's a small team so everyone is pulling their weight (and then some), but we need more help. PM me or check out the job postings linked in the OP if you're interested.
How much time where you alloted for the test?
I bet Jack Meoff would dispute that claim.
But the lowpoly version isn't that good
some texture streching and too much details ruin the good highpoly source
I would apply, if I were american ..
Hito : i was allowed 7 days , but i stretched a bit to 9 ehehe..
Mop : The highpoly took me something like 4 to 5 working days
KAtzeimsack : yeah, the lowpoly has too many details , but i will be working on trying to reduce the number of parts, i kinda got too much excited ahahah...
Spark
-caseyjones
I know you're a small team, but i'm wondering how many people you have total. Not that it really matters, just curious
Here's my models, I made without reference
[/ QUOTE ]
*snerk*
Anyway. Game looks awesome guys, I just checked out the preview at IGN and was so relieved to hear it wasn't a Civil War game. It actually sounds a bit epic, especially the Pompeii part!
You guys must be bustin yer asses to get all the content for that type of game done! I'd be happy to do some off-site contract work for you guys, if I were good enough :P
Keep up the badassity!
did you get the job?
How much time did you guys use for the characters (the ones shown at IGN)? They are looking pretty rushed with all those dirty edges, pixelation and waxy shading.
All i have to say is that i am amazed at the ease of use and stability of the engine , its something that makes us wish more programs were as simple and straightforward as this...
anyway image !