Hi my name is Felix Waubert de Puiseau and i thought id show you some art from our last finished game
Ghetto Freaks.
[ame]http://www.youtube.com/watch?v=N-TLZzCFaAU&feature=player_embedded[/ame]DOWNLOAD GAME
For this project we wanted to create a multiplayer-style game with bots , because of the limited amount of time.
For the artdirection we wanted to have the clear distintion between teams using colors, like in Team Fortress 2, while having a fairly realistic and dirty style.
The game is made in 9 weeks parallel to working with regular school courses. It has a conquest/domination kind of gameplay, where you win by holding the most controlpoints until the enemy lose all their tickets.
All the content is created by our art team for this project only.
The game engine is written enterily by our coding team in Directx10 using C++.
We used Havok for collision and OpenCollada for exporting content.
We are currently working on a extended version of the game while searching for internships starting this summer.
The extended version will have features like:
-Customizing weapons with Silencers, Red dot, Holographic, Acog and Sniper -sights.
-Hidout were you get briefed between campaign missions and pimp out your weapons and use a Quickmatch computer
-New Game modes (CTF,Team Deathmatch etc)
-New Weapons, Characters and Levels
Art team
David marquardt (Art Lead)
http://www.marquardt3d.com/
Jacob Christianson
http://www.jacob3d.com/
Nils Dücker
http://www.ducker.se/
Klas Gylje
http://klasgylje.se/
Felix Waubert de Puiseau
http://depuiseau.com/Coding Team
Alexander Loodin-Ek
www.looak.se
Johannes Tegnér
simius.se
Kristoffer Bohman
Linus Svensson
www.linussvensson.mono.net
Johny Dahlin
www.johnnydahlin.se
Replies
damn huge amount of work to be done in 9 weeks, geezus.
respect to your crew, you did great thing!
Looks really cool, some of the specs look a bit too hard and the shadows look like they are a bit too dark, but this could be due to video compression. It's just a pity you can barely see the lovely chars you did.
Awesome..ill be following dis +_+
Yup! And not even full time.
All graphical content was made from scratch. Our programmers could continue working on our 3d engine from previous projects, BUT they reworked a lot of it so it was pretty much created from scratch.
We now have 9 more weeks (about 6 weeks left) to work full time on our game. So alot more content and features will be included
Your models look great, Thy certainly got my attention given your time constraints, and the fact that you guys have something playable in 9 weeks... fantastic Job, please post a demo when you can, Id love to check it out.
Iron Sights
Upgradeable Weapons
Profiles
More Game Modes (DM,TDM,CTF and maybe some more)
A lobby/hideout that will be used between matches to upgrade weapons, get new missions and so forth.
Also a lot of tweaks and content will be added such as smarter bots, more weapons, more levels and hopefully some more tech for the engine.
Two weapons i made for Ghetto Freaks:
Nice to see you posting your projects here.
1760 Tris and 512x512 maps.
Working on another addon. A red dot sight. Highpoly pretty much done. Crits?
But apart from that, Amazing Stuff, love the quality and the details
All weapons will be able to use all attatchments, it's not realistic, it's not practical but it sure looks cool..
And the rail the scope rests on that glock actually runs down the sides to the underside of the glock so it doesn't shift when shot, well no more so than your normal scoped gun.
EDIT:
Scoped Pistol Shooting Eye Relief
A tutorial for judging the distance you should keep your eye from the scope. In reality its bad practice even in rifle shooting to hold your eye too close to the scope. Thats how you end up with a shattered ocular cavity, or at least a narly scar (assuming the gun is powerful enough). In scoped pistol shooting you make sure you have clearance between the slide and or the .500 s&w magnums clown like recoil.
Here we have it, the work of a optimistic gangster
Nice shotgun! At the first moment I saw I thought it was a flail attached on the barrel... :poly124:
Thanks man .. Yeah, we have gotten some crits about the first level being to dark.. will try to brighten up the shadows and primary light..
Download Ghetto freaks
great style goin on still
Thanks for the crits, will brighten up the shadows and see if we can add a blueish hue to the HDR. Have been nagging the coders to add a blue tint to the shadows as well.
Since the demo we have tweaked the light from the guns so enemies are a lot easier to spot while their firing.
sweet man i fear the day when i have to do a looser hairstyle though.
i think we should add drummags to the game for the all out sprayerprayers.
May add some more detail to the hair, feet and cloth when i have time.
This guy definitely has better anatomy cause when i did the other characters i didnt have the time to sculpt a body, so i built them without anything underlying . thus making them a little off in proportions and stuff.
also, need some more love for specular map.
and on your chars, i think their eyeballs are too white(including this boss).
otherwise, it's an exceptional stuff, thank you for sharing it.
thanks for the post
okay! think ill put some greens in dem tattos for complement color, desaturate the red one. saturate the skintone, fix the hair and eyes -color and spec, put som fabric and skin structure in the normalmap.
i dont know, what do people usually do with the cloth in their specmaps?
Depends on the material. Are you using a gloss map? I would use a low threshold with the gloss, and have a low-med spec power that defines the pattern in the cloth.
Otherwise if your spec is applied with a general gloss derived by the material, keep the cloth generally really low on the spec power, but catch the edging and any plastic-y materials in it with some power and definition. Cloth (cotton) has a really low rolloff on specularity, you generally want the diffuse and normal to define it.
Really the best payoff is to have cloth contrast with skin or metal or plastics ie.- this lady
So in contrast to the cloth, I'd up the specularity of his skin, and also give it some more color.