Martin Henriksson The train model actually uses a mirrored sides and all the bottom area is just copied models.
Jet_Pilot The render setup is a different for each model, I was trying to find a best setup with lots of testing, but in general its strong light from top, strong light from back for a rim lighting, and few extra lights on sides. If you are asking about lowpoly renders, those are done all different way, with yellow/brown/blue/orange lights to fit the model look.
Pavel Petrenko Спасибо!
roosterMAP I'm just trying to model ALL details on reference i have, if its from concept and i have a freedom I'm always trying to add my own details for the extra look
Incubus I have a core2quad, 8gb ram, each render took between 15 to 30 mins for each angle, it took me damn long to render all images heh.
chungking2399 The wireframes is on website for all lowpoly models, on top of images, sadly for hipoly i don't have wireframes.
Blenderhead When I was working on it, yep it was for original Killzone 2 cinematics, I used an original lowpoly model to create my hi-poly. But later in production i guess it was modified a few times.
Thats really awesome work Ilya! Really dig the scooter! I love how your textures are not overly grimey but yet believable.
Question about your workflow if you don't mind, I've been wondering for props with more precise geometry, do you still retopo your models? Or do you just simply trim the high poly version to a suitable in game mesh for normal map purposes?
I don't even know where to begin with this. I'm fascinated by it all - you've created some truely superb art. Like others have mentioned- I'd love to know what your workflow is.
I really hope you get a job where you can use all this talent.
Very nice work! Tons of stuff professionally presented - hereby crowned Master of Rubble About that rubble though, would you like to share the general workflow? The thing that gets me is that they contain so many tiny pieces, yet all pretty believable placed. Is every little thing patiently hand-placed, or is there some other technique involved?
Would be nice to see the final assets for all your HP pieces, but I realize that might not be possible. I'd say you are a superb modeler, but you could take a page out of your girl's book when it comes to texturing There seems to be just a tad too much photo-noise across the board - I would suggest going just a little cleaner!
Hey guys thanks again, it looks like my portfolio is quiet popular with all the traffic I'm getting in last days
soulstice I'm usually fitting my low-poly model into hipoly, sometimes the opposite way. I'm creating a new lowpoly model, and very rare use some of my hi-poly parts to create lowpoly model. Hope that helps in something
rasmus For the rubble I usually create a lots of base meshes inside 3dsmax, then its a zbrush or mudbox pass (whatever you using) and then getting back the models and optimize them, even a simple 3dsmax optimize work. Then its placing of all parts together, and then doing a lowpoly model on all of this.
It's funny you say about my girlfriend texturing, when I was teaching her everything from start and controlling each texture. I guess its the sharpen filter which makes my texture looks noisy then they really are.
Blenderhead If I remember right it was a week of work.
Junkie_XL The Ghost Recon 2 cinematics models was my first job for Streamline Studios. I started to create them straight from scratch without any test jobs or anything. Before that I was doing only mod work.
griffinax I'm not sure what you mean by my workflow, but its usually taking reference, creating simple blockout model, converting it to hi-poly model, creating a lowpoly model on top of it, baking, and texturing.
I saw this the other day, but didn't post. Now, I'm back looking at them again, so I have to post this time. This is amazing work. I love those big rig trucks and the other vehicles. Your texture work is as good as your modeling, which is definitely saying something. Always fun to see work like this!
Awesome stuff Ilya. I was also at Streamline and loved seeing your work. You know, it's tragic that most people don't see the hardwork involved in making these assets. Those craters for example were for Terminator Salvation if I remember correctly? Somehow this beautiful work somehow gets a little lost once it goes through budgets limitations and the engine etc etc. Most people playing it (not many) won't ever notice the full detail of it. It's great that you show it as it was originally intended and so that others can marvel at it in it's full glory.
Replies
Amazing work.
I'll try to answer for a few questions here:
Martin Henriksson The train model actually uses a mirrored sides and all the bottom area is just copied models.
Jet_Pilot The render setup is a different for each model, I was trying to find a best setup with lots of testing, but in general its strong light from top, strong light from back for a rim lighting, and few extra lights on sides. If you are asking about lowpoly renders, those are done all different way, with yellow/brown/blue/orange lights to fit the model look.
Pavel Petrenko Спасибо!
roosterMAP I'm just trying to model ALL details on reference i have, if its from concept and i have a freedom I'm always trying to add my own details for the extra look
Incubus I have a core2quad, 8gb ram, each render took between 15 to 30 mins for each angle, it took me damn long to render all images heh.
chungking2399 The wireframes is on website for all lowpoly models, on top of images, sadly for hipoly i don't have wireframes.
Blenderhead When I was working on it, yep it was for original Killzone 2 cinematics, I used an original lowpoly model to create my hi-poly. But later in production i guess it was modified a few times.
Question about your workflow if you don't mind, I've been wondering for props with more precise geometry, do you still retopo your models? Or do you just simply trim the high poly version to a suitable in game mesh for normal map purposes?
really inspirational, as others have said. your website is a great example of a portfolio website done correctly, as well.
nice portfolio and nice stuff
I really hope you get a job where you can use all this talent.
Would be nice to see the final assets for all your HP pieces, but I realize that might not be possible. I'd say you are a superb modeler, but you could take a page out of your girl's book when it comes to texturing There seems to be just a tad too much photo-noise across the board - I would suggest going just a little cleaner!
Has inspired me to get off my lazy ass and get working again.
Out of curiosity, could I see the pieces you created that landed you your gig with Streamline? Would that be a couple years ago?
//Bookmark'd
soulstice I'm usually fitting my low-poly model into hipoly, sometimes the opposite way. I'm creating a new lowpoly model, and very rare use some of my hi-poly parts to create lowpoly model. Hope that helps in something
rasmus For the rubble I usually create a lots of base meshes inside 3dsmax, then its a zbrush or mudbox pass (whatever you using) and then getting back the models and optimize them, even a simple 3dsmax optimize work. Then its placing of all parts together, and then doing a lowpoly model on all of this.
It's funny you say about my girlfriend texturing, when I was teaching her everything from start and controlling each texture. I guess its the sharpen filter which makes my texture looks noisy then they really are.
Blenderhead If I remember right it was a week of work.
Junkie_XL The Ghost Recon 2 cinematics models was my first job for Streamline Studios. I started to create them straight from scratch without any test jobs or anything. Before that I was doing only mod work.
griffinax I'm not sure what you mean by my workflow, but its usually taking reference, creating simple blockout model, converting it to hi-poly model, creating a lowpoly model on top of it, baking, and texturing.
Big thanks everyone again!!
I got emails from Epic and ID games, also sent email to 3point studios, hope something will comes out of this.
roosterMAP I was working on Organized Crime Mod for ut2003/2004. Together with some awesome guys which are now all working in game / film industry.
Thanks again everyone.
zbrush or what?