I felt like a pimp driving carty. Forklift would win if I could use it's superman lift powers. Maybe I should dramatically fly across the US and steal an old build!
kdm3d, I did manage to see the forklift textures in the beta. It's great, and the improvement from the models/textures in Halo 3 are massive. You all did a great job. By the way, I managed to find the concept art for the UNSC generator art test Bungie always does. I'm totally going to practice with that.
I still need to pick this game up to see what all the fuss is about. I usually suck at FPS multiplayer games so I'll be enjoying the art in the campaign only . Hopefully it's worthwhile.
so embarressed
at first I thought the first pic was some form of gun
I would guess that's probably intentional. There's a lot of history in the design of guns, and we all know what they look like. Gun shapes inspire an aggressive feeling instinctively, so borrowing gun-like elements is a pretty good tactic for creating an aggressive military vehicle... Especially for something fictional, where we don't have a lot of mental history to rely on.
so borrowing gun-like elements is a pretty good tactic for creating an aggressive military vehicle... Especially for something fictional, where we don't have a lot of mental history to rely on.
haha that was exactly Syd Mead's rationale when designing the Sulacco from aliens, such an iconic design. Nice work Jesse, this stuff looks great!
@Skamberin Thanks dude. It was in the intro trailer and gets blown up just outside
swordbase. The used to drop that one but switched to the classic on instead there. @XenoKratios Not going to be working on the next game. I was contract at Bungie and have since gotten a job working on an unannounced game with Airtight.
@Rens Thanks man. Barriers were all quads mostly because the spec response looked better on a curved surface with quads. The normal rip looked better also because I already had good shading and not a lot of thin tris. I learned a few tricks later that I could have optimized on these however.
@xkobe a lot of the environment stuff has tiling textures underneath. The decals also work better for mirroring as they dont read backwards. Some of the textures were on shared texture sheets for efficiency.
@JFletcher Yeah man the people were great and its a fun IP. We used decals for various reasons and getting higher res was one of those. @slum Thanks man. Issac Hanaford did an iteration on the frigate design for Halo 3 and thats the concept I used. It was a single side ortho and bottom sketch. The rest of it I just kept iterating in 3d and doing sketches. The early stages of the model were actually built by another artist Matt Turner. He made some of the detail geo and the initial shape. The docking bays were my design based off of a thumbnail sketch by one of our concept guys. It was inspired by a mix of syd mead and homeworld with some industrial robot ref for good measure.
@cholden Thanks dude always nice to get props from the PC old school.
@tyl3r thanks man. I post a model break down at the end of this post.
@Slum yeah man kinda might thoughts on it as well. I had some flexibility with the concept and am good friends with Isaac so a few beers were shared in trying to nail down the forms.
@PixelMasher yeah man aliens is classic and a big inspiration for a lot of the design. Thanks for the comments.
@commador yeah me to. I never got to see the final polished product till just recently. I had the space level dialed in pretty good though from working on it. Thanks for the comments.
some tech bits
Electric cart and trailer
6546 triangles cart and trailer
1024x512 texture
Based on concept
comm antenna
512x512 texture
780 triangles
no concept given. Design based on current military tech and sketches.
UNSC cover small
So how did you solved the flickering problem of geometry which is very near to each other? And how did you hide, that the "decal"-plane is a bit in the front of the ship geometry? I mean, if you would look straight from the side, wouldn't you see that it's floating in front of the ship?
@ SimonT - That was all taken care of engine side as artists we didn't resolve that. We just flagged the geo as a decal and the Z sorting was taken care of.
@CW - I don't really have time-frames man. A lot it was iterative and involved other disciplines as well.
Replies
Oh come on! forklift FTMFW!
Autocon: we should hijack his thread;)
I just jerked off to both your portfolios, is that weird?
I still need to pick this game up to see what all the fuss is about. I usually suck at FPS multiplayer games so I'll be enjoying the art in the campaign only . Hopefully it's worthwhile.
SimonT those are the decal planes. That is why they are overlaying geometry in place of the stripes. They are decals...
Bungie is famous for using floaters like this for the nice crisp text and stripes.
Realy nice use of decals.
cool stuff!
at first I thought the first pic was some form of gun
I would guess that's probably intentional. There's a lot of history in the design of guns, and we all know what they look like. Gun shapes inspire an aggressive feeling instinctively, so borrowing gun-like elements is a pretty good tactic for creating an aggressive military vehicle... Especially for something fictional, where we don't have a lot of mental history to rely on.
haha that was exactly Syd Mead's rationale when designing the Sulacco from aliens, such an iconic design. Nice work Jesse, this stuff looks great!
I suppose if you get technical, the ship IS a giant gun.
Very clean work. I've spent alot of time waiting to respawn because I always stare at the scenery a bit too much.
@Skamberin Thanks dude. It was in the intro trailer and gets blown up just outside
swordbase. The used to drop that one but switched to the classic on instead there.
@XenoKratios Not going to be working on the next game. I was contract at Bungie and have since gotten a job working on an unannounced game with Airtight.
@JasonLavoie Thanks man!
@yamo, Klumpmeister,Mongrelman - Thanks Dudes
@McGreed - Never got a wire shot of that one and dont have access to the high poly anymore.
@r_fletch_r, - Thanks man. Yeah it was a nice engine upgrade from ODST.
@ae yeah that was one of the lead 3d guys. He is responsible for the Pillar and has built the hog since Halo 2. Great guy to work for as well.
@suprore , Grey, A-N-P, Mind Thanks guys!
@Rens Thanks man. Barriers were all quads mostly because the spec response looked better on a curved surface with quads. The normal rip looked better also because I already had good shading and not a lot of thin tris. I learned a few tricks later that I could have optimized on these however.
@Sauron, SouthpawSid Thank you
@DEElekgolo yep used max on all this.
@Pedro, imyj Thanks guys.
@xkobe a lot of the environment stuff has tiling textures underneath. The decals also work better for mirroring as they dont read backwards. Some of the textures were on shared texture sheets for efficiency.
@Mike Yevin Thanks man
@JFletcher Yeah man the people were great and its a fun IP. We used decals for various reasons and getting higher res was one of those.
@slum Thanks man. Issac Hanaford did an iteration on the frigate design for Halo 3 and thats the concept I used. It was a single side ortho and bottom sketch. The rest of it I just kept iterating in 3d and doing sketches. The early stages of the model were actually built by another artist Matt Turner. He made some of the detail geo and the initial shape. The docking bays were my design based off of a thumbnail sketch by one of our concept guys. It was inspired by a mix of syd mead and homeworld with some industrial robot ref for good measure.
@cholden Thanks dude always nice to get props from the PC old school.
@tyl3r thanks man. I post a model break down at the end of this post.
@Spitfire, Pzychaoz Thank you!
@Ericv Thanks man. I have a couple more images as well just have to clean them up.
@DOG-GY hah I give the guy that made the forky a little grief over that Thanks for the comments on the frigate as well man!
@t4pan thanks man. Pretty sure im clear to post that stuff and will at the end of the thread.
@shinobix keep playing man! Thanks
@Jungsik, Mio, Mr Spark Thanks guys
@GoSsS anything in particular you didnt like? Thanks man.
@whipswitch It is a gun. A huge flying mac cannon.
@Poffington, Alberto Rdrgz, bretmcnee, BlvdNights Thanks a ton guys!!
@Konstruct Hell yeah thanks duder
@Keen Thanks man. Those hackey sack sessions to get out of the office are missed man.
@ Cheez Thanks man. Was a blast working with you dude and looking forward to your post.
@Vahl Thanks man!! Glad you enjoyed it.
@X-Convict Thanks man. Wait at least a week to post before your thread DOMINATES.
@Autocon Git your own dang thread =P
@Abe_hokage, Barnstable Thanks fellas1!
@simont- we used a lot of decals but the decal sheet I was using only had a tiling straight line so I used geo to get what I needed.
@kdm3d stop sucking
@ae yes
@marcus Dublin thanks man. I think you will enjoy the campaign man. The campaign has co-op as well.
@Stromberg90 - Thanks man. I Decals.
@Moose- Thanks man! I Studied a lot of the flats in UT3 and Gears bro. Thanks for the inspiration.
@Purplepaint - *bow
@maze, theMadartist, the scrub thanks guys
@ paul -
@Slum yeah man kinda might thoughts on it as well. I had some flexibility with the concept and am good friends with Isaac so a few beers were shared in trying to nail down the forms.
@PixelMasher yeah man aliens is classic and a big inspiration for a lot of the design. Thanks for the comments.
@Seraph- thanks man
@commador yeah me to. I never got to see the final polished product till just recently. I had the space level dialed in pretty good though from working on it. Thanks for the comments.
some tech bits
Electric cart and trailer
6546 triangles cart and trailer
1024x512 texture
Based on concept
comm antenna
512x512 texture
780 triangles
no concept given. Design based on current military tech and sketches.
UNSC cover small
1727 triangles
UNSC cover large
1839 triangles
Shared texture 1024x512 texture
256x256 decal sheet
based on Halo 3 design
Troophog
512x512 texture texture
256x256 shared cargo net texture
2238 triangles
Based on concept
Shop computer
256x256 texture
512x512 shared screen texture
780 triangles
No concept given. Design based on industrial computer reference.
Frigate Construction Bays
512x512 tiled heavy armor paneling
512x512 tiled tech greeble and panel
512x512 shared decals with UNSC frigate
512x512 shared detail meshes with UNSC frigate
256x256 girder
256x256 girder junction
8845 triangles
Basic thumbnail concept. Details were created from reference and design sketches.
UNSC Frigate
2 x 1024x1024 main body textures
512x512 decal/ detail texture
1024x1024 tiled paneling texture for less visable areas.
11447 triangles
@ SimonT - That was all taken care of engine side as artists we didn't resolve that. We just flagged the geo as a decal and the Z sorting was taken care of.
@CW - I don't really have time-frames man. A lot it was iterative and involved other disciplines as well.