Update 4, Deus Ex 1 week environment:
from
http://www.polycount.com/forum/showthread.php?p=1320320#post1320320 down
samples :
[ame]
http://www.youtube.com/watch?v=He_drnRKmBg&hd=1[/ame]Update 3, Material Samples :http://www.polycount.com/forum/showthread.php?p=1285255#post1285255
sample :
Update 2 cell shading experiment, ibuki, 3 point shader :Update 1, bioshock article and pics :http://www.polycount.com/forum/showthread.php?p=1144793#post1144793
sample :
Original post :
hail polycounts !
so mmm dunno how to put this, but I noticed that I haven't pimped anything in ages, besides what some of you may have seen in the 3point shader thread or when I'm bugging guys on msn. So I thought I could create a thread with all the stuff I worked on that I can show.
most of these are realtime screengrabs in Max using the
3point shader, although some of them are maybe 2 years old and were made before I joined 3 point studios, about a year ago. I'll try to add stuff as I go, although I'm being pretty busy, etc, so it may take a while.
anyways, enough blabla, time for the pix
This was my Dominance War 3, I re-rendered it when we started pushing things more with the shader, before we released the lite version.
now, this one is new, it was supposed to be a submission to the DarkStalker Tribute book, but work came in the way, as always and I only finished it a few weeks ago, to test out some cell shading techniques with the 3Point Shader, the idea was to try to emulate/get close to the rendering approach that can be seen in Street Fighter 4's cinematics. I think I could push it wiht some photoshoppage to make it more of an illustration, but this showed some great straight form viewport results so I kept it that way, thinking that more isn't always better.
Now, this is a gun model I actually more or less finished a few days ago, I wanted to practice texturing a bit more and kinda liked that design (I'm no gun nerd). It was initially planned to be part of a full character, we'll see if I have time to get to actually do it, but at least this is in a near show-able state.
This one is fairly old, about 3 years IIRC, it was from my time at Digital Extremes, rendered in their proprietary engine, most of the textures were made by polycount's good old StrangeFate, but 90% of the meshes, the lighting ,level building and looks decisions were done by me, the remaining stuff was done by the great guys at DE. I think like 80% of the level is made of purely modular meshes, the building itself is like 10 different meshes put together, unique meshes are things like the sea (which had specific uvs for the ocean flow and the terrain, which also had different levels of detail so that it'd look detailed from up-close and more rock shaped from far away. I think I'm attached to it because it was the very last thing I made inhouse for them, and I did put a lot of energy in it.
I'll try to add these onto youtube later, but here are a few turntables of some of my characters, WARNING !!! they are fairly big and in quicktime format.
DonovanAayla SecuraAssassin (hail Adam, remember this one ?)
Ibuki (will post more experiments I've been doing with her and the 3Point Shader soon)
aaaaaaaand That's it for now !! hope you guys didn't get too bored haha, thanks for watching anwyays !
Replies
It's always a treat seeing your work, man.
Hopefully you'll update this thread frequently, keep up the sick work!
_Revel
(The symmetrical pant wrinkles on Altair bug me, but its wip, so its forgivable)
I'm switching to the 3 point shader because of your renders!
I love the dw3 piece!
and the crystals do now look so much superb! and its realtime too.. :thumbup:
I really like the metal on that gun, do you mind sharing the diffuse and specular with us?
What sort of advice would you give to those who are interested in getting in to weapon modeling for games? I for one would like to pursue such a role.
Thanks
Awesome stuff man.
I didn't want to post without an update so sorry for the lateness
I'm echoing the article Adam wrote (thanks dude !!!) on the main page by posting the same pics here, just to keep shit together.
For all Bioshock 2 MP weapons, Concepts are the Bioshock 1 weapon, just updated, however, most of the time I did a High (most weapons didn't have any) and the low, on top of the texture, for some of them, though I had to keep the lowpoly and texture layout from bioshock 1 for obvious produciton reasons.This is about a year old, many thing I would do differently now.
all are realtime screengrabs in Max using the 3point shader
These two were 100% redone by me, the sawed off shotty's concept was by DE
Now, these are using the lowpoly and uvlayout from bioshock1 to avoid redoing animations for them.
Now, the upgrades, Concept was from the guys at DE, really fun to work from
and finally some environment stuff
Read the article on the main page for more info
Now, the replies :
Shepeiro :thanks man, Keep in mind this environment is about 3+ years old, although I remember it initially had much more going on, but I wasn't the one doing effects, we had a dedicated dude for this
Achmed : there isn't much, really, the commercial version really helps experimenting so tweaking values is really quick and efficient.
Brandoom : get tons of refs
Manny : hehe thanks man you should have a try at it, it's really awesomeness
I'll post more stuff soon-ish, trying to figure out some video stuff, etc
Just don't leave it so long next time! lol
I still need to pick up Bioshock 2 one of these days.
One question though. Would you care to elaborate on what you would do differently looking back now? Some really top notch work and just curious as to what you think should be different.
thanks guys
veeeeeery quick update, another old model, I'm sorry, but I was testing out some new cell shading technique with our shader.
Those Bioshock2 modular pieces are great!
and something I did today, based on a concept from WarHammer age of Reckoning
Stunning work, i artgasmed in my chair.
Can't wait to see what you'll come up with next. Bring it frenchie!!!!
bottom right and middle right materials are my favourites, pretty much spot-on. good work
Excellent work, by the way. Beautiful material work.
sweet
Nice vahl(ves)
HURR HURRRR
But seriously, i love it. Those material tests look great.
I love the car paint material on that valve. Looks like you have 2 speculars going on. Is that right?
I like the bottom left mat test, looks like somthing you could actually find in a hardware store.
Top and Middle left my favs!
On the real note looking good..I would prefer if the rubys were more brighter versus a darker shine as you have them now.
material types are great!
Go get more internet famous and then you will get more replys!
swizzle : upper right is specular what you thought was spec is the actual gloss map (3 point shader features colored gloss, which allows for great effects)
warning : big pix
so this is a one week experiment, I don't have much time to do a full scale enviro because of work, so I have to try and go as fast as possible when I can, this is in no way relaxing but is usually a good stress test for various techniques, and lets me get a full piece in my folio
so this is based on a deus ex scene, please keep in mind is only a week's work, with real work at the same time, days off and engagement with the girl the same week, etc
the idea here was to avoid noise at all costs so textures are pretty simple, but I think do the job.
Renders (UDK) :
individual assets, textured and previewed in the 3 point shader, which transfers almost 1 to one in unreal, minus quality mode (which isn't enabled here anyways), which avoided me to go back and forth countless times between apps and having to reimport the same texture multiple times.
BSP materials, the floor tile uses the same base mat (a 256*256 map) and then I add various tiles and patterns on a per instance basis, same for the wallpaper.
Congrats on getting engaged dude, so when are we gonna be seeing mini Vahls bouncing about the place making artz?
It's nice not to see a bitty overly detailed peice- the detail is there and so is the atmosphere, but there's no noise which it hides behind- Cheers for showing me the progress of this peice dude, it was quite an education that's for sure and will help me with my current project
I did a little overpaint for you.
Cheers
perna : thanks ^^ the plant : yeah I have this feeling too, while it's totally not the case, I may fix that. The sofa is 2.5 chairs wide, which is normal for a 2 seats sofa, maybe the proportions with the carpet are wrong though ? i'll check that out.
StefanH : while I agree the lighting can be pushed further, I disagree with your paintover on a few points, namely color and intensity, it features even more burned surfaces than I have on my render and is a bit bloomy for my taste, but yeah you're right it needs more work, again, 1 week project, etc, here are 3 new renders with different colors and intensity :
I'll still have a go with your colors, just to see if I can get something I like from here
for some reason, tiledshot totally kills my light shafts, I guess I have to try and make that much stronger to work with tiledshots...
I guess the main points i was tryting to make in the paintover was introducing a new color (orange), athmospherics and i also reduced the pitch black shadows quite a bit. But looking at it now i have to agree the color is not really well balanced. You are right. The greenish part definetly would need more blue. but oh well ... keep on going. The stronger lightshafts defintly looking better.
1 week is really quick btw
and yeah 1 week is quick and exhausting, especially since I had work and some other life things going on at the same time