Hey all! I am a long ways away from having my portfolio updated, but wanted to start a thread showcasing some of the many props and assets I did for Transformers: War for Cybertron. I've still got a lot of High Poly to showcase as well, which I will try to get up before too long.
My responsibilities were mainly focused on the many "neutral" assets in the game, as well as about 80% of the weapons. I also did the interacts, turrets, pickups, and the Corruptor mini-boss. A lot of my assets had a "default" color settings and blue emissives that would change depending on the faction that controlled the area, or in the case of the weapons and turrets depending on who was using them.
love the game and cant say how long ive spent just looking at the models in game, top work man and give everyone in the studio a huge hug from me for making the best transformers game ever
Thanks for all the kind words guys! I'm gonna round up another batch and get some renders from the high poly soon as well. Now I've gotta bug Snight and Tyler to get their stuff up soon too!
Sam - You didn't have to edit your post...I've already gotten a good ribbing from some of my other former students..I can take it haha
Just saw this thread Don, realllly awesome stuff. Cannot wait to see some more!! Again, great work man, not surprised. Loved the "flood light" prop btw.
Great work Don. Looks like you are getting those visual serrated bloom issues in Unreal Especially prevalent in the last shot. . Apparently the new version of the UDK has improved on this, just wanted you to know.
Also, on the turret it seems like some of the normals didn't come out so dimensionally on the final model, (feet and large arm bolt) perhaps because some of the extrusions appear to lack more of a beveled angle in the HP?
Your stuff looks better and better with every showcase and you know I love you so hope you don't take me critical . Just saying.
Dracowyr - We used a pretty "unique" shader and material setup. I'm not entirely sure what the rules are about showcasing some of the texture maps or wireframes, but I'll see what I can do.
Paul - haha I will say that Magnus did some really great work on the weapons he did. Half the cutscenes show his guns! ;D It's pretty much all High Poly + Photoshop linework trickery. We developed a pretty good workflow for doing the cutlines in Photoshop, but the more comfortable we got with the HP modeling the more and more we just cut it into the geometry instead of using the filter.
Brad - I wish I did / could. I'd hate to showcase someone else's stuff and not do them justice. I try to stay away from that when possible. Go play the game and you can see his guns
Snow - I was lucky enough to get a good amount of concept. Things like ammo boxes and the corruptor and whatnot had to get approval before I could make them, and then I took a creative spin. We have a phenomenal concept team and they were more than helpful throwing ideas and suggestions around throughout. We also all got pretty comfortable with the style so that it became more of a 2nd nature of "Make a neutral/autobot/decepticon this or that" and we just sort of "knew" what it might look like and what the rules were.
Artur - I definitely agree about Mr. Robot turret-guy. He was probably one of my second or third full high poly assets that I made for the project fairly early on, and learning what I could and couldn't get away with in high poly was all part of it. Luckily, in the game these guys were relatively small, would just pop out of a wall and blow up after a couple shots Later on we also made another "wall turret" variant that slowly started replacing these guys.
simply fantastic stuff! Your company's game is what inspired me to work on my skywarp that ive been posting in the WAYWO thread...it's just oh so much fun...I dont remember his name, but somewhere in that thread someone made their own Ratchet turret if you wanna check out your fans work
I do have a bone to pick however! Not really with you, but why is there no PC release for the DLC content!?!?! >:o...I was so angry to find out that it was released everywhere but PC; not fair! What was their reasoning for this?
This is currently one of my favourites thread on polycount, it even makes me willing to buy the game.
Half of your models have gone into my inspiration folder!
Looking outstanding out seems like you had a lot of fun making these props, nothing to crit really the stuff came out great hope to see the other guys from High Moon post there stuff.
Looking outstanding out seems like you had a lot of fun making these props, nothing to crit really the stuff came out great hope to see the other guys from High Moon post there stuff.
great job on all this stuff! How large is a texture for an average prop? Do they all get their own or do they share single textures? Ive always wondered.
Replies
How are you guys doing with the post-release?
Tell Carlos I say Hi.
loving all of it !
I love how the matrix is just 'thrown in' there with pickups
Sam - You didn't have to edit your post...I've already gotten a good ribbing from some of my other former students..I can take it haha
Any chance you can show us the wires & texture maps too?
Is ALL of it HighPoly or is their a mixture of HP and hand painted normals ( via CrazyBump)
Also, on the turret it seems like some of the normals didn't come out so dimensionally on the final model, (feet and large arm bolt) perhaps because some of the extrusions appear to lack more of a beveled angle in the HP?
Your stuff looks better and better with every showcase and you know I love you so hope you don't take me critical . Just saying.
Dracowyr - We used a pretty "unique" shader and material setup. I'm not entirely sure what the rules are about showcasing some of the texture maps or wireframes, but I'll see what I can do.
Paul - haha I will say that Magnus did some really great work on the weapons he did. Half the cutscenes show his guns! ;D It's pretty much all High Poly + Photoshop linework trickery. We developed a pretty good workflow for doing the cutlines in Photoshop, but the more comfortable we got with the HP modeling the more and more we just cut it into the geometry instead of using the filter.
Brad - I wish I did / could. I'd hate to showcase someone else's stuff and not do them justice. I try to stay away from that when possible. Go play the game and you can see his guns
Snow - I was lucky enough to get a good amount of concept. Things like ammo boxes and the corruptor and whatnot had to get approval before I could make them, and then I took a creative spin. We have a phenomenal concept team and they were more than helpful throwing ideas and suggestions around throughout. We also all got pretty comfortable with the style so that it became more of a 2nd nature of "Make a neutral/autobot/decepticon this or that" and we just sort of "knew" what it might look like and what the rules were.
Artur - I definitely agree about Mr. Robot turret-guy. He was probably one of my second or third full high poly assets that I made for the project fairly early on, and learning what I could and couldn't get away with in high poly was all part of it. Luckily, in the game these guys were relatively small, would just pop out of a wall and blow up after a couple shots Later on we also made another "wall turret" variant that slowly started replacing these guys.
I do have a bone to pick however! Not really with you, but why is there no PC release for the DLC content!?!?! >:o...I was so angry to find out that it was released everywhere but PC; not fair! What was their reasoning for this?
Half of your models have gone into my inspiration folder!
+1