Art production has been finished up on DoD for a little while here, and i've gotten permission to show a few assets, Its been a long haul, but it looks like i'll finally be able to say i actually have a finished title on my resume, after some 5 years in the games industry. These assets run from, oh 500, to 10,000 polys, with textures in the range of 256-2048(guns). Sorry but i wont be able to post any of the textures.
Now that the project is up, I am currently working with the FABULOUS fags at
3 Point Studios, so anyone who is interested, feel free to check out the site and get ahold of us.
Replies
so will the game ship with the editor/model viewer?
*edit*never mind, I`m just not used to the new pic resizer stuff
that space gun is the tits man.
http://dl.getdropbox.com/u/499159/shots_large_no_really.jpg
How big is the in game texture sheet for a gun like that?
Maybe if Dfacto wasn't such a vapid cunt, he could post some of the weapons he did, and some of the concepts as well. Also there is a few more weapons that were a colab (model/texture) between the two of us that i might post sometime later.
Glad to see you post Art dude. Goodluck with the other PoopHead at 3pointMADNESSSSSSSS
Love the cloth wrapped around the rifle.
Yeah that was something where we were just really pushing shapes and forms over function, its one of the best looking, most fun weapons to use in the game too.
Normals for a lot of these assets are object space, all of the guns actually, and maybe half the props. Just about all of the period weapon and props were based off some sort of reference, maybe exagerated a bit her or borrowed from something else there. The future weapon concepts were all done by Dfacto.
Thxxx to everyone else for the comments,
B1ll, go fux urself.
The right-three vehicles look really flat geometry wise, were there heavy polygon restrictions on these?
The flintlock rifle and Luger both look overly wide, especially the rifle. I know the octagonal barrels for those sharps rifles were really big, but the stock and grip areas are almost twice as wide as they should be. It seems like the trigger guard was made to match that width which also looks incredibly wide. The Luger almost looks slightly inflated or bubbly more than super wide though.
Not sure what's up with the pineapple-stick grenade grenade...Is it just supposed to be an alternate universe/made up take on the german WWII style grenade? Just looks kind of weird to me compared to the classic egg or canister tips. Also it is missing the screw-cap on the end, it looks like it was already removed/primed
The mortar is strangely designed too, it almost looks more like the barrel from a tommygun with some metal bolted to it. The tube of the mortar should be more of a straight cylinder, and the round that goes into it falls all the way into the tube before striking the primer pocket on the round at the bottom of the tube (like a stationary firing pin on a handgun hitting a bullet)
the C4 almost looks more like stone than plastic explosives. Is it wrapped in something or is that a raw block of it? If so it should be a more clean white color with an almost doughy appearence. If it's wrapped it's usually a brownish wax paper.
The handles on the WWI style machine gun are really close to the body, it seems like it would be really hard to fit your hands in there.
The two assault rifles/SMG's near the bottom both have some very strange design choices, but as has been contested already that's just a matter of personal taste. I do think taste aside though it would be nice to see more logical/working forms, I'm not sure how that would handicap making it look cool.
There has always been talk of releasing the model viewer, so we'll see what happens after the game is out. As of now there are no official plans, but it is something we would like to do.
luv
thanks. I hope it comes through.
nice work! great consistency, colour and contrast.
that jeep's headlights are noticeably lowpoly, seems weird considering how rounded everything else is?
You scare me a little
***
Kick-ass work! These went straight into my inspirations folder. Flawless. Great normals. Would love to hear more about the cloth around the rifle; how you pulled it off? Because it looks great.
but the gun on the bottom right wouldn't work. the barrel, and bullet release port are at two different angles. as soon as it tried to eject the empty casing it would jam.
tim
Some of the proportional stuff, was exagerated to look a bit beefier in FPV, in retrospect, maybe a little too much, but it all looks nice in game so i wont worry too much about it.
For a lot of the references we used (grenade, trench rocket, etc) we tried to find some more obscure stuff, i dont have access to all the ref or remember exactly why everything was done, but the basic idea was try to find some lesser know stuff, not your typical stick grenade that has been in every game since the dawn of time etc. As for the machinegun, maybe its just a wierd angle there, its a pretty standard maxim machinegun.
The vehicles, some of that is just based off really flat *real* vehicles, the tank and the warwagon thing, sometimes this just comes down to modeling what your boss tells you to model I think i would have liked to go with a bit more interesting design, in retreospect. But really, you can say that about a LOT of things over the course of a project, just comes down to what you have time for. And yeah of course poly limits, i think those models were tangent space and i ended up using more polys just to get good smoothing than i would have liked to.
As far as the future guns, we really tried to stress form over function, it dosent really do us any good if we make this totally advanced, well thought out hyper realistic design, that could totally work in every way possible, if it just dosent look cool in the game. So that was our focus. We wanted to have a bit of contrast between the period weapons, and the future weapons, the ones that i posted were some of my favorite in that regard, theres actually a few more traditional weapons that are a bit more grounded in the game as well.
IN CLOSING
I'm sorry my critiques upset you, I realize this is from shipped material and I was hoping they would be helpful down the road on new material. Obscure or not, all of the things I pointed out looked odd and erroneous, and did not come across to me as intentional diversions from more standard weapons/items.
I was genuinely trying to provide useful feedback, I'm sorry if it came across to you as anything else.
As for the trench rocket, even in the photograph the device looks ridiculous, I cant imagine how it even stays upright with such a heavy frontal center of gravity. I would think you would be more interested in Form here and that's a really silly looking form...
EQ, you make modeling boring stuff look incredibly cool, i want to do weapon models now.
But what really surprised me is that I always thought you have been in the industry for such longer man (judging by your quality of work) what did you do before getting into the industry EQ? (if you don't mind me asking).
Do you guys know when the game will be released?
Take a look at some of the UT weapons, they don't make a huge amount of sense, but they have massive pistons and tanks full of goo that slop around, and parts which rotate and let off steam - we don't care what they're for, they just look massive, mean and death-dealing!
So while your critiques may be valid, I fear you're in a tiny minority here, and everyone else simply doesn't care - I'm not trying to sound callous or condescending, that's just the way it goes with retail/mass market games. And I'm sure you already knew that.
Sandbag: I get where you're coming from man, and infact i used to spend a lot more time worrying about all that stuff. The more work i do, the more relaxed i tend to get with those sort of things. After doing so many models, you realize the most important thing with a FPV gun, is how it looks in FPV. Often times this means moving or exagerating details specificly for this view, and that can definitely get in the way or completely defy what some would consider more tradition weapons design. But its all just part of the process, and you gotta focus that time into what the player is really going to see, and not spend too much time worrying about the imaginary stuff(to the player atleast, in most cases) Like modeling internals and other silly stuff like that, that has no use in a commercial production environment.
Out of curiosity, how do you operate that weapon in the game? There isn't any chance of getting to see a reload animation is there? That would be really great. (it would be nice to see how moving spec looks in the engine too...)