I can't describe how much I love those small critters and the rest of the work is incredible too. I've already been thinking of trying out the game just for the art.
ah man, this shit is amazing. the artwork for the game is fucking unbelievable. every god damn time i see some art from the game i immediately want to play it
Phenomenal work man, thank you for showing it off and looking forward to more of it. Haven't played the game, but Disco Stu feels pretty strongly about the other fields, just wanted to say... I think art kicked the bar way up there, so maybe that is why you noticed the difference in gameplay and animation:)
wow....i wish i had talent like this, this work is amazing...this thread alone made me want to test the game out, and just about to finish instrallation
Thanks for feedback everyone, we're happy you like it!
b1ll hey Ben, thanks for contributing to our project!
attattattack again to avoid confusion, must state that is not my personal artwork (though there I did some art that isn't shown here) my role in this is mostly QA and art direction, in order to fit multiple artists work in same visual style and quality.
Lonewolf well yeah, DW4 stuff done entirely by myself (with some help of energy drinks)
OrganizedChaos It really varies, a very complex character might take 3-4 weeks (model and texture). Common creatures like goblins or small beasts - about week. Rig and animations usually take less time to complete, again - depends on complexity of character and it's usage in game. 7 clips - average amount of animations, can be done in week or more.
achillesian Yeah gotta agree with you. And game running smoothly on low-end PC's was our primary objective, that is why we are somewhat limited on polygon budget and joints amount.
pestibug Heh, Spellborn textures were one of our quality references, stuff done by Pior mostly.
Slave_zero Biggest textures we're using for creatures are 1024x1024, though some largest ones can use 2 or 3 textures of this size. But most of creatures and character models are limited to 512x512, that's more than enough in most cases
Josh_Singh rofl
Again, thanks everyone,we really appreciate your comments
Sorry I didn't had much time to process more shots, only few today. Captured from our modelviewer, so no wireframes - not a huge loss, polygon distribution still the same. The bigger character is - more polygons used. Regular outdoor mobs and dungeon trash limited to 4500 tris, average is 2500. Unique models, like bosses or huge astral creatures usually has about 8500 tris, we can allow this detalisation in closed environments, like arena boss fights.
The following pictures are example of how one successful idea can evolve into something big and fun. These guys here are our regular goblin NPCs. We made them about 3 years ago, notice difference in quality with last ones, I think it's inevitable when you're working on long term project, new assets looking better than old ones.
With sound and animation, those goblins turned out to be funniest monsters in game, really charismatic, so we decided to use them as neutral faction, spreadout through the game, serving various purposes - there's engineers, servants, bankers
Eventually we made some of them as player pets, for orc shaman class
Various beasts here
I'll update this thread with more pics on monday, can't access work stuff from home, sorry
slipgatecentral I take that as a huge compliment for all the artists who worked on spellborn! And yes, pior did amazing stuff for it, that silly Frenchie
Once again you show beautiful work. I'm really tempted to give the game a try, even if I swore never to touch a mmo again! props and gratz, hope the game does/will do well. 8thumbs up*
I played a bit of Allods Online, although I typically never play f2p games, I was very intrigued by the artwork of Allods. Once I jumped in game, it was even better, extremely polished and very clean. Congratulations and fantastic work, seriously inspirational.
i played the game quite a bit. I must admit it was the artwork that attracted me to it. simply amazing! i dropped the game after a couple of weeks. interacting with the game kept feeling awkward.
I believe with a few changes and additions it could become a top tier MMO!
I started playing as well.. started an Orc-Shaman. Feels very WOW-ish so far which is not a bad thing The art is very nice. I like the idea that you start on some kind of space ship. Wasn't expecting this...
Replies
I do not know at all that game...
I interested in the texture resulutions you've used. maybe I missed it and it was stated somewhere.
Seriously... awesome work dude. Your truly at a level most artists aspire to.
inspirational stuff, man
Spark
That would be awesome if one of the moderators made a banner with a bunch of these characters on it.
b1ll hey Ben, thanks for contributing to our project!
attattattack again to avoid confusion, must state that is not my personal artwork (though there I did some art that isn't shown here) my role in this is mostly QA and art direction, in order to fit multiple artists work in same visual style and quality.
Lonewolf well yeah, DW4 stuff done entirely by myself (with some help of energy drinks)
OrganizedChaos It really varies, a very complex character might take 3-4 weeks (model and texture). Common creatures like goblins or small beasts - about week. Rig and animations usually take less time to complete, again - depends on complexity of character and it's usage in game. 7 clips - average amount of animations, can be done in week or more.
achillesian Yeah gotta agree with you. And game running smoothly on low-end PC's was our primary objective, that is why we are somewhat limited on polygon budget and joints amount.
pestibug Heh, Spellborn textures were one of our quality references, stuff done by Pior mostly.
Slave_zero Biggest textures we're using for creatures are 1024x1024, though some largest ones can use 2 or 3 textures of this size. But most of creatures and character models are limited to 512x512, that's more than enough in most cases
Josh_Singh rofl
Again, thanks everyone,we really appreciate your comments
Sorry I didn't had much time to process more shots, only few today. Captured from our modelviewer, so no wireframes - not a huge loss, polygon distribution still the same. The bigger character is - more polygons used. Regular outdoor mobs and dungeon trash limited to 4500 tris, average is 2500. Unique models, like bosses or huge astral creatures usually has about 8500 tris, we can allow this detalisation in closed environments, like arena boss fights.
The following pictures are example of how one successful idea can evolve into something big and fun. These guys here are our regular goblin NPCs. We made them about 3 years ago, notice difference in quality with last ones, I think it's inevitable when you're working on long term project, new assets looking better than old ones.
With sound and animation, those goblins turned out to be funniest monsters in game, really charismatic, so we decided to use them as neutral faction, spreadout through the game, serving various purposes - there's engineers, servants, bankers
Eventually we made some of them as player pets, for orc shaman class
Various beasts here
I'll update this thread with more pics on monday, can't access work stuff from home, sorry
also what happened to you with irvine? still going there or will you stay working on allods? anyways very, very nice work.
nope sorry man, we got enough people right now
Irvine stuff in progress!
with both i mean
- BoBo
wow good to see you still here
Once again you show beautiful work. I'm really tempted to give the game a try, even if I swore never to touch a mmo again! props and gratz, hope the game does/will do well. 8thumbs up*
I honstly have the impression he is already there.
Anyway: Great goblins.
Its amazing what one can squeeze out of 512 textures if done right.
Good luck with everything.
I believe with a few changes and additions it could become a top tier MMO!