the tile system was based on one simpe 256x256x256 block, with that we created basic shapes for blocking the gameplay, after that i started creating the more detailed tiles, we worked in 3 packages, one with the boxy blocks, one with the gfx blocks and one thats beeing used in the engine, so the leveldesigners could work without beeing limited to what is ready graphicwise. I started with one piece per detailed block and then created variations and later also bigger unique blocks. as we had problems with decals working on the ground (the layers of sand are done with decals over the whole level) wie split the top pieces into the grass and earth parts, i don't have these workfiles here, but at first, grass and earth have been one single piece.
you may notice the extra edges on the more complex tiles right beside the outer edges, those are there to manipulate the shading of the pices to stick together as round geometry tends to get shading also on it's edges and no piece would have worked together with another differently shaped piece.
Wow, thanks for sharing this Neox. The result looks great, I totally couldn't tell that it was tile-based from the screenshots, even when with it zoomed out.
Haven't posted personal work in a while, been quite busy the last months. But finally i have some stuff to show that i've been working on recently, which is great as i normally aren't allowed to show what i've been working on and otherwise it would be airborn, so i'm happy to have something thats not project based and my own concept and execution
please do me a favor and watch the images in the order i post them and then read the text beneath, it works better that way trust me
so i had to do an agent that has a normal day to day job as his disguise
- the undercover day to day job:
don't take the dogs too serious, they are from an older project, i just needed some rigged animals for a joke, you'll see in the concept which one
- the agent:
if you ask yourself what the hell these too guys have in common, take a closer look on both images and if you don't get it, take this image
- the transition:
hope you like it
- the concept:
so hope you enjoy it
ah yeah rendered in marmorset, gotta love it makes presentations easy like hell and makes things look good, would have been quite some work in unreal to egt it to look that fantastic
this is some awesome stuff here neox, would be cool to see you redesign TF2 characters in your style , damn no words man, really nice job , i would be proud
That's a very cool concept with a brilliant execution all around. I like that you kept a consistent color scheme with the orange tie and shades, it reminds me a bit of TF2 character design. It's definitely its own style though, and I'd love to see a game populated with characters like this.
this is not going to land in any game
the puppies are a joke and no i'm not making new one, this work is done, i did it in about two weeks and i'm not going to put my fingers on it again :P
Very nice!
The proportions of the fat guy don't work 100% for me, but that's probably due to him being a disguise and the thin guy having to fit in. Could result in a nice "aha"-moment.
Also that sidescroller looks really, really awesome!
Excellent work all the way along. Impressive but kind of takes the fun out of it when even your older stuff is awesome. I was hoping to see some very humble beginnings.
damnit!! very nice!! i'm really digging the style. love the concepts that accompany some of these images as well. looks like the ideas are well fleshed out which is a very good thing.
So much great art! You have a great personal style but it doesn't seem to restrict you in any way. Your fundamental artistic knowlegde appears to be really strong too, something everyone should strive to achive.
Very nice!
The proportions of the fat guy don't work 100% for me, but that's probably due to him being a disguise and the thin guy having to fit in. Could result in a nice "aha"-moment.
Also that sidescroller looks really, really awesome!
if i had to do the fat one seperately i would have changed the proportions for sure, but as they had to work together it was a decision i had to make and i think its kinda funny to have that big guy with so small hands and feet, i'd shorten the legs more, making the belly longer wouldn't work ether because he uses the exact same rig as the thin one does and therefore the knees had to be in the same place sond also all other joints.
@00Zero: haha yeah there is A LOT under my belt xD
@G3L: concept was one of the biggest part of that task so i've put quite some time in thinking, i've tested some ideas first but i liked this one more, it served his mission so far and now it will get old and dusty
ok put some work into the techstuff in my lunchbreak, here are the textures, wireframes and sculpts:
agent and fatty head = 512x512
agent body = 512x1024
fatty body = 1024x1024 (damn forgot to hide that stretched boob part of the fatty, had to decide which area gets the stretching and which not and decided to go closer to the neck thingie)
gun = 512x512
To be honest, i think i am far away from beeing able to paint textures like guys like bobo, pior or b1ll can, while i do this, also on a job i'm working on right now, the textures for this image and also the airborn characters can be texturized VERY fast, i'm talking about only a few hours per character (full texture sheet, body and head, with specularmaps etc). i started creating this workflow before working on airborn and used it for some projects to speed up the texturingwork, it doesn't work for every project but for all "nextgen" projects i've been working on it was quite good. Some guys here have posted what they learned in Thomas Mahlers character creation course, he is doing pretty much the same, but gave the workflow his own twist over the time he used it.
ok enough talking, i found out that a gamecompany i used to work for from 2007-2008 published some images about some prototypes i've been working on so i guess posting my part won't be an issue too.
this is for a wii pitch
characters, horses and cart done by me, env and weapons were done by kio
a mockup for possible cart tuning
some concepts i've done for this project
and the guys, keep in mind this stuff is from 2007 and early 2008 i'd totally change some stuff, especially on the textures now, but well time goes by
well and a little critter i just created on the weekend
this time no 3d underneath, was really something i should do and train more often
Some old stuff i pimped with marmorset, gotta love the modelviewer
ans some stuff from the drakensang addon, waiting for screens with my chars in them, guess i'll have to get me a copy once its out
done the guy with the axe
and here is the dude on the right side done by me, i had a very short amount of time for these chars and had to reuse a lot of parts to stay in time, so only the heads are new and the upper body clothing, naked arms and pants/boots are done by radonlöabds artists
Fantastic, very clean work Neox. All your work goes straight into my reference folder. As for your quick texturing method....it wouldn't involve heavy use of an AO bake and gradient maps would it? I do the same myself, and it does sometimes feel like "cheating" compared to old-school hand painting.
Replies
i'm not much of an env dude, so it's rather simple, i'll set up some sample images
@thesplash:
the tile system was based on one simpe 256x256x256 block, with that we created basic shapes for blocking the gameplay, after that i started creating the more detailed tiles, we worked in 3 packages, one with the boxy blocks, one with the gfx blocks and one thats beeing used in the engine, so the leveldesigners could work without beeing limited to what is ready graphicwise. I started with one piece per detailed block and then created variations and later also bigger unique blocks. as we had problems with decals working on the ground (the layers of sand are done with decals over the whole level) wie split the top pieces into the grass and earth parts, i don't have these workfiles here, but at first, grass and earth have been one single piece.
you may notice the extra edges on the more complex tiles right beside the outer edges, those are there to manipulate the shading of the pices to stick together as round geometry tends to get shading also on it's edges and no piece would have worked together with another differently shaped piece.
please do me a favor and watch the images in the order i post them and then read the text beneath, it works better that way trust me
so i had to do an agent that has a normal day to day job as his disguise
- the undercover day to day job:
don't take the dogs too serious, they are from an older project, i just needed some rigged animals for a joke, you'll see in the concept which one
- the agent:
if you ask yourself what the hell these too guys have in common, take a closer look on both images and if you don't get it, take this image
- the transition:
hope you like it
- the concept:
so hope you enjoy it
ah yeah rendered in marmorset, gotta love it makes presentations easy like hell and makes things look good, would have been quite some work in unreal to egt it to look that fantastic
Lovely work, I want me a byson!
the puppies are a joke and no i'm not making new one, this work is done, i did it in about two weeks and i'm not going to put my fingers on it again :P
The proportions of the fat guy don't work 100% for me, but that's probably due to him being a disguise and the thin guy having to fit in. Could result in a nice "aha"-moment.
Also that sidescroller looks really, really awesome!
Keep it up!
if i had to do the fat one seperately i would have changed the proportions for sure, but as they had to work together it was a decision i had to make and i think its kinda funny to have that big guy with so small hands and feet, i'd shorten the legs more, making the belly longer wouldn't work ether because he uses the exact same rig as the thin one does and therefore the knees had to be in the same place sond also all other joints.
@00Zero: haha yeah there is A LOT under my belt xD
@G3L: concept was one of the biggest part of that task so i've put quite some time in thinking, i've tested some ideas first but i liked this one more, it served his mission so far and now it will get old and dusty
@Mathorne: well still a LOT to learn
@all the others: thank you very much for the nice comments, i'll add some tech shots with textures and wireframes soon.
i esp like agent dude) so much character- perfect job.
agent and fatty head = 512x512
agent body = 512x1024
fatty body = 1024x1024 (damn forgot to hide that stretched boob part of the fatty, had to decide which area gets the stretching and which not and decided to go closer to the neck thingie)
gun = 512x512
- BoBo
ok enough talking, i found out that a gamecompany i used to work for from 2007-2008 published some images about some prototypes i've been working on so i guess posting my part won't be an issue too.
this is for a wii pitch
characters, horses and cart done by me, env and weapons were done by kio
a mockup for possible cart tuning
some concepts i've done for this project
and the guys, keep in mind this stuff is from 2007 and early 2008 i'd totally change some stuff, especially on the textures now, but well time goes by
well and a little critter i just created on the weekend
this time no 3d underneath, was really something i should do and train more often
ans some stuff from the drakensang addon, waiting for screens with my chars in them, guess i'll have to get me a copy once its out
done the guy with the axe
and here is the dude on the right side done by me, i had a very short amount of time for these chars and had to reuse a lot of parts to stay in time, so only the heads are new and the upper body clothing, naked arms and pants/boots are done by radonlöabds artists
I'm enclined to agree, especially if I can join in :P.
Awesome work dude, some real quality work.