Great stuff man! I really loved this game, was one of my favorite games of this generation! Thanks for sharing!
The only thing that bugs me, and it probably wasn't your decision, is those large plates on the scout's hips. Whenever I think of a scout, I think of someone that can really run fast when he needs to. It feels that those plates would really be awkward to have on at all, let alone when really trying to sprint. That's just my personal opinion
Really dig these though. You should do some beauty renders of them!
Radec looks awesome, it already did ingame, but the rest of the characters look sooo odd looking at them in this pics. Maybe It's the presentation, and the bland lighting, i don't know.
Flewda > yes its wasnt mine, all chars were done as close as possible to the concept art from production team.
[HP] > yes i agree, they could look much better in engine and in game, couse they use complex coposit shaders and lighting that gives nice look and feel. There is no shadows and no proper lighting just single light.
Man, thank you for showing some of these characters off, probably some of the coolest designs that I have personally seen in a game, nice and beefy = win for me
Not trying to be the rain on the parade or perhaps I'm getting old for this but I disagree a bit with all said above. Don't take me wrong, this is solid work but I'd expect a little bit more for a professional work for such a big game. The textures especially could get some more work on them.
Looks nice and solid. Although it might not be optimal for presentation purposes, it's really cool to see them in standard Maya light as regards to how much is in the model and textures and how much is handled by the engine.
I like how most of the designs are rather dimmed down and feels realistic. Kind of what Half-Life 2 had going for their combine soldiers too.
Not trying to be the rain on the parade or perhaps I'm getting old for this but I disagree a bit with all said above. Don't take me wrong, this is solid work but I'd expect a little bit more for a professional work for such a big game. The textures especially could get some more work on them.
Don't take me wrong, just my honest opinion...
or maybe you cant read? its a maya view port grab with blinn shaders, everyone knows a bad render can make a good piece of art bad, dont look into it
he looks like this in game http://img19.imageshack.us/img19/2223/helghast.jpg
(giant image but shows every multiplayer character)
tadpole3159: Just because they're screengrabs from Maya viewport doesn't mean they have to be lit poorly
The High Quality rendering mode in Maya can actually show stuff pretty well, if you have decent material settings and a few lights. Using the defaults is always going to look less impressive, and I don't know why Dodgeas3d didn't spent 5-10 minutes and throw a few lights into the scene.
Since he's showing them here as screengrabs from Maya instead of the game, people are of course only going to critique what they see. That is why you should always try to present stuff as nicely as possible.
That said, I quite like these models, although I have to agree that the texturing does seem quite flat and lacking detail here and there. Fortunately the lighting and postprocessing in the game does a lot to help that.
Out of interest, were the 2048x2048 textures the final in-game resolution for these characters, or were they down-sized for in-game display?
This was the only one I was sure made it into the game, from comparing the models here with what I found on image search.
Even this character they made major changes to, like the goggles and mask are different on the in-game version, and they did a dirt pass on the textures.
Still, solid work. Thanks for showing. It is interesting to see how the models evolved in the final game.
Vitor > the textures I made didnt go straight to game, they were enxanced with occlusion and dirt in game engine. Lots of stuff including lighting were coposited realtime so they were able to use numerous light sources etc... the game beauty isnt just in textures (for final render realtime they were 1024x1024- for whole body, that means > 4 square peaces 512x512 for legs+torso+arms+head) its all in final look, shaders etc.
stimpack > maya viewport is good to get real texture feel and look without the lighting, it pretty good shows normals and specular that was needed for feedbacks.
bounchfx, Nizza_waaarg > ill add wires later and the better quality images too. have to digg them
Mathorne > thanks! yes lots of work took lowres and shillouette of the characters, rather then textures itself, seems to work well. For maya i used it to represent the real look of textures as they were main feedback material.
MoPNinjas > yes i agree i could do better lighting and so on , i just took screengrabs that i used years ago.
I wasnt allowed to make too much dirt and stuff, since postprocessing did alot dirt and gore stuff in engine.
Anyway thanks all for crits and feedback! and sorry that i was lazy to render with proper lighting...
Anyway it was good experience and I learned alot from this.
Ahh the good old days...
Finally able to post those gordeous work in progress screens! nice.
I remember seeing these the first time on de internal progress forums, back in the days of beers and beta fridays at the herengracht. Looking back I do regret leaves the studio before the project was finnished. Keep up the good work! Back in the strike team right?
Niiiice work man. The previous screen shots definitely didnt do your work justice. These new renders look great...amazing what a couple of lights here and there will do
the second image is SICK! Curious to know the method used to rig the gold chains and gas mask hose. I'm assuming the models are rigged but not shown in viewport.
Replies
http://img4.imageshack.us/gal.php?g=95842519.jpg
The only thing that bugs me, and it probably wasn't your decision, is those large plates on the scout's hips. Whenever I think of a scout, I think of someone that can really run fast when he needs to. It feels that those plates would really be awkward to have on at all, let alone when really trying to sprint. That's just my personal opinion
Really dig these though. You should do some beauty renders of them!
Top notch work tho!
Flewda > yes its wasnt mine, all chars were done as close as possible to the concept art from production team.
[HP] > yes i agree, they could look much better in engine and in game, couse they use complex coposit shaders and lighting that gives nice look and feel. There is no shadows and no proper lighting just single light.
Great work Dodge
Don't take me wrong, just my honest opinion...
any chance you're allowed to show the wireframes? I'd love to see them.
Support trooper + templar are my fav's, great stuff man.
And yeah the maya grabs do kinda kill them a bit but they look cool ingame... also wouldn't mind seeing wires (if you're allowed to post of course)
I like how most of the designs are rather dimmed down and feels realistic. Kind of what Half-Life 2 had going for their combine soldiers too.
he looks like this in game
http://img19.imageshack.us/img19/2223/helghast.jpg
(giant image but shows every multiplayer character)
The High Quality rendering mode in Maya can actually show stuff pretty well, if you have decent material settings and a few lights. Using the defaults is always going to look less impressive, and I don't know why Dodgeas3d didn't spent 5-10 minutes and throw a few lights into the scene.
Since he's showing them here as screengrabs from Maya instead of the game, people are of course only going to critique what they see. That is why you should always try to present stuff as nicely as possible.
That said, I quite like these models, although I have to agree that the texturing does seem quite flat and lacking detail here and there. Fortunately the lighting and postprocessing in the game does a lot to help that.
Out of interest, were the 2048x2048 textures the final in-game resolution for these characters, or were they down-sized for in-game display?
http://ps3media.ign.com/ps3/image/article/937/937149/killzone-2-20081209055117890.jpg
This was the only one I was sure made it into the game, from comparing the models here with what I found on image search.
Even this character they made major changes to, like the goggles and mask are different on the in-game version, and they did a dirt pass on the textures.
Still, solid work. Thanks for showing. It is interesting to see how the models evolved in the final game.
stimpack > maya viewport is good to get real texture feel and look without the lighting, it pretty good shows normals and specular that was needed for feedbacks.
bounchfx, Nizza_waaarg > ill add wires later and the better quality images too. have to digg them
Mathorne > thanks! yes lots of work took lowres and shillouette of the characters, rather then textures itself, seems to work well. For maya i used it to represent the real look of textures as they were main feedback material.
MoP Ninjas > yes i agree i could do better lighting and so on , i just took screengrabs that i used years ago.
I wasnt allowed to make too much dirt and stuff, since postprocessing did alot dirt and gore stuff in engine.
Anyway thanks all for crits and feedback! and sorry that i was lazy to render with proper lighting...
Anyway it was good experience and I learned alot from this.
KZ3 will be much better
Polycount gets exclusive confirmation on KZ3... yesssss!
Finally able to post those gordeous work in progress screens! nice.
I remember seeing these the first time on de internal progress forums, back in the days of beers and beta fridays at the herengracht. Looking back I do regret leaves the studio before the project was finnished. Keep up the good work! Back in the strike team right?
cheerz,
Nice stuff mate.