Hey Guys Frontlines: Fuel of War has shipped and I thought I would showcase some of the assets I worked on while I was at Kaos Studios. Working on the game was lots of fun and Im glad to see that people are enjoying it and that its reviewing positively as well. I was the primary texture artist on all of the assets displayed but did a little modeling here and there as well, you can view the proper credits on my site: http://www.marcusdublin.com/3dWeaponsVehiclesselectionPage.html
I remember some of this stuff in the demo. Great work. I wish they had done a better job on controlling the drone (I had a bitch of a time with it)... they aren't doing your piece enough justice
Lovely stuff! It looks like you may have used direct translations for most of the Russian text though, most words dont make sense as a result.. It's not a huge deal but it doesnt help ground the game in reality like you guys may have intended..
Proper research always helps set the bar to a high level
Thats some serious big work done here, looks great man
Just my 5cents to thread: http://in3d.stevensart.com/3d/assault_gun/01.jpg
Hipoly gun used in cinematics, was using your model as reference hehe.
I remember some of this stuff in the demo. Great work. I wish they had done a better job on controlling the drone (I had a bitch of a time with it)... they aren't doing your piece enough justice
Marcus: Man I couldnt even begin to go into the amount of work that went into the vehicle controls and balancing, it was a Herculean task for the vehicle tech team and I think they did a terrific job. Though Ill be first to admit that the RC car is easily the hardest vehicle to control and defiantly takes some time to get used to. Of course once mastered it becomes a viscous little bastard on the battlefield!^_^
Fuse: Lovely stuff! It looks like you may have used direct translations for most of the Russian text though, most words dont make sense as a result.. It's not a huge deal but it doesnt help ground the game in reality like you guys may have intended..
Proper research always helps set the bar to a high level
Marcus: Yeah we had a few Russian speaking devs who worked on the game as well and they looked over a number of assets. Though I could never tell if something was 100% accurate and at the end of the day went with whatever was approved. In all honestly Ive always been sensitive about and Russian and Chinese text and tried to make sure nothing completely silly was used. Hopefully with whatever comes in the future is researched a bit better since it makes for a much richer player experience.
IN3D: Thats some serious big work done here, looks great man
Just my 5cents to thread: http://in3d.stevensart.com/3d/assault_gun/01.jpg
Hipoly gun used in cinematics, was using your model as reference hehe.
Marcus: I believe both Pendulum and Blur used a number of assets in the cinematic sequences and it was great to see everything translated faithfully. Though the Western Coalition Assault rifle continued to evolve throughout the production and this: http://in3d.stevensart.com/3d/assault_gun/01.jpg version of the weapon was was done pre E3 06. Looking at it brings back a ton of memories!^_^
Thanks a bunch for the kind words and feedback guys, and I'm glad to hear those who purchased it are enjoying it!
Awesome models, a shame that the 360 version turned out so ugly though. I feel like the coders(not the modelers) traded quantity for quality. The 360 version doesn't do your work justice.
the 360 version looks awesome, one of the better looking games out for the 360, even my non-gamer friends thinks its awesome and all they care about are graphics.
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the 360 version looks awesome, one of the better looking games out for the 360, even my non-gamer friends thinks its awesome and all they care about are graphics.
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Maybe in the single player, but the multiplayer lacks AA and has a significant chug to it when 60 players get in a match. I would have loved to have about 28 players,and a better optimization for the graphics. Not to mention that the multiplayer is also full of bugs/glitches. Im not hating on this thread, i love these models...they just look horrible in the multiplayer modes. SinglePlayer looked amazing, i will admit, but it wasn't very fun. Also, these are all opinions, so don't freak out.
Amazing work .. great metals .. 10000 stars
I was wondering if all these objects got HiPoly version to generate the normal map or they are just low polys .
Thanks for all of the comments guys it's very flattering. To answer you question Mohamed Rotab the detail for the weapons were pretty much all done in texture, once the color map was done I created a greyscale bump map and used that to generate the normal maps. I was using the nvidia filter at first but then switched over to Crazy Bump and never looked back. During production I experimented with building a weapon asset high poly and then baking it vs. doing the detail in texture and the results were pretty close. Given the amount of weapon assets and the team dedicated to it we decided to continue with the later. Of course each method certainly has their strengths and weakness in the course of a production but at the end of the day it was the final result that was most important and not the workflow. Truth be told had I had to do it over again I probably would have built everything high poly and then added any extra detail in texture. I think a middle ground could have been met which would have resulted in the best of both worlds! All in all I'm proud of the work and pleased at the responses, thanks again!
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Amazing work .. great metals .. 10000 stars
I was wondering if all these objects got HiPoly version to generate the normal map or they are just low polys .
Replies
Awesome stuff.
I remember some of this stuff in the demo. Great work. I wish they had done a better job on controlling the drone (I had a bitch of a time with it)... they aren't doing your piece enough justice
Proper research always helps set the bar to a high level
Just my 5cents to thread:
http://in3d.stevensart.com/3d/assault_gun/01.jpg
Hipoly gun used in cinematics, was using your model as reference hehe.
WOW good show man.
I remember some of this stuff in the demo. Great work. I wish they had done a better job on controlling the drone (I had a bitch of a time with it)... they aren't doing your piece enough justice
Marcus: Man I couldnt even begin to go into the amount of work that went into the vehicle controls and balancing, it was a Herculean task for the vehicle tech team and I think they did a terrific job. Though Ill be first to admit that the RC car is easily the hardest vehicle to control and defiantly takes some time to get used to. Of course once mastered it becomes a viscous little bastard on the battlefield!^_^
Fuse: Lovely stuff! It looks like you may have used direct translations for most of the Russian text though, most words dont make sense as a result.. It's not a huge deal but it doesnt help ground the game in reality like you guys may have intended..
Proper research always helps set the bar to a high level
Marcus: Yeah we had a few Russian speaking devs who worked on the game as well and they looked over a number of assets. Though I could never tell if something was 100% accurate and at the end of the day went with whatever was approved. In all honestly Ive always been sensitive about and Russian and Chinese text and tried to make sure nothing completely silly was used. Hopefully with whatever comes in the future is researched a bit better since it makes for a much richer player experience.
IN3D: Thats some serious big work done here, looks great man
Just my 5cents to thread:
http://in3d.stevensart.com/3d/assault_gun/01.jpg
Hipoly gun used in cinematics, was using your model as reference hehe.
Marcus: I believe both Pendulum and Blur used a number of assets in the cinematic sequences and it was great to see everything translated faithfully. Though the Western Coalition Assault rifle continued to evolve throughout the production and this: http://in3d.stevensart.com/3d/assault_gun/01.jpg version of the weapon was was done pre E3 06. Looking at it brings back a ton of memories!^_^
Thanks a bunch for the kind words and feedback guys, and I'm glad to hear those who purchased it are enjoying it!
Marcus
Freelance 3d Artist
the game overal is looking solid too!
- BoBo
HA! Amazing, sir.
M!
the 360 version looks awesome, one of the better looking games out for the 360, even my non-gamer friends thinks its awesome and all they care about are graphics.
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Maybe in the single player, but the multiplayer lacks AA and has a significant chug to it when 60 players get in a match. I would have loved to have about 28 players,and a better optimization for the graphics. Not to mention that the multiplayer is also full of bugs/glitches. Im not hating on this thread, i love these models...they just look horrible in the multiplayer modes. SinglePlayer looked amazing, i will admit, but it wasn't very fun. Also, these are all opinions, so don't freak out.
I was wondering if all these objects got HiPoly version to generate the normal map or they are just low polys .
DW3 Entry: http://www.gameartisans.org/forums/showthread.php?t=2756
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Amazing work .. great metals .. 10000 stars
I was wondering if all these objects got HiPoly version to generate the normal map or they are just low polys .
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Definitely some influential stuff here.... you could probably run for governor of California with stuff like this!
Been playing the multi-player map Street for 3 days solid now, it's awesome!!
I love this game sooooo much!!