Ott- Don! Modelers here at Raven model both the high and low poly, render and send it off to someone else for texturing. I never textured anything on wolf. We can basically use what ever software we want (within reason) but I used Max for everything, and Maya to export mesh's that would be animated. I will look into getting some more screens in here for low poly stuff and more high poly. I did the Thul medallion that's in the Blur cinematic...its kinda simple though.
cyborgguineapig- Hey Art. I normally use the spacing tool for small details like bolts and stuff.
Cool stuff, the last image is my favourite, it's a nice mix of techy and harder organic stuff. Good shapes and contrasts.
Some stuff looks a little soft and blobby (like that ... rocky mace thing? image is called "digsite"), a little more deep sharp definition in the sculpt to separate some parts out would have helped there, I think. Your hard surface sub-d modelled stuff doesn't have that issue though.
stellar work. I find it very inspirational. Its always so much fun to see the art that go into the game. I would loveee to see some of the baked down meshes
I just played the demo last night and found that this is a game I can really enjoy. The environments were also making my pants tight. Awesome stuff here. You guys hiring?
TychoVII- We are not looking for artists right now
Drew++- That thing took me about 5 days for the high poly including revisions made for the AD and lead. I took my sweat time on this because it was an in-game weapon...
Awesome work man, I was wondering if you have any spare time could you post the in game version, and maybe a wire frame of one of those objects, I would like to learn what choices you made when it comes to what shapes you decided to model, maybe the gun if anything would be cool to see. thanks so much for sharing those high rez, they really are cool looking.
btw any crits on my stuff in unearthly challenge 2009 would be much appropriated, this goes for all who take a gander at our teams post dont have much now, but here is a link http://boards.polycount.net/showthread.php?t=66683
Hey Lokies (hopefully you check back periodically).
I was just wondering how much time your given on a piece like the Steam Shovel and the Ring and Support models. If you did just the high, or the high / low / texture. Really clean work too, great job.
Double post sorry, this game is awesome!! Just completed it now on uber hardness :poly142: The only thing is I wish I could have gone back into town after the defeating Hans as there were a couple of radio towers that needed destroying that I missed, you know mopping up the last of the nazi scum...
ps: it was pretty easy all the way even on hardest difficulty except for ze castle monster (yes i speak like zis all veek now) and Hans at the end. Even so I felt accomplishment, along with everything else this has to be one of my favourite games of all time.
Replies
Love the shapes and silhouettes. That gun and "wheel" objects are freakin insane.
lol @ nom nom door.
Ott- Don! Modelers here at Raven model both the high and low poly, render and send it off to someone else for texturing. I never textured anything on wolf. We can basically use what ever software we want (within reason) but I used Max for everything, and Maya to export mesh's that would be animated. I will look into getting some more screens in here for low poly stuff and more high poly. I did the Thul medallion that's in the Blur cinematic...its kinda simple though.
cyborgguineapig- Hey Art. I normally use the spacing tool for small details like bolts and stuff.
Some stuff looks a little soft and blobby (like that ... rocky mace thing? image is called "digsite"), a little more deep sharp definition in the sculpt to separate some parts out would have helped there, I think. Your hard surface sub-d modelled stuff doesn't have that issue though.
the gun looks like it would have been fun to make
Would love to see more.
How long did it take you gun? The image second from the top?
Drew++- That thing took me about 5 days for the high poly including revisions made for the AD and lead. I took my sweat time on this because it was an in-game weapon...
Cool stuff! Nom nom door is awesome. In the game his eyes light up and he totally tries to eat you.
btw any crits on my stuff in unearthly challenge 2009 would be much appropriated, this goes for all who take a gander at our teams post dont have much now, but here is a link http://boards.polycount.net/showthread.php?t=66683
Mike
I hope your not the artist who did some of the horrible crazybumped wall textures I've seen in that game, cos I really felt like slap that guy!
Thanks for sharing
Awesome work. I'd love to see more shots of some of those guns. Those smaller views don't do them justice. Particularly the Kar90 in-view.
I was just wondering how much time your given on a piece like the Steam Shovel and the Ring and Support models. If you did just the high, or the high / low / texture. Really clean work too, great job.
ps: it was pretty easy all the way even on hardest difficulty except for ze castle monster (yes i speak like zis all veek now) and Hans at the end. Even so I felt accomplishment, along with everything else this has to be one of my favourite games of all time.