mostly it's my creation, yes. some of the assets were made with a help of my team - for example some of the low poly/hipoly models (and normal map baking), some of the texture work (buildings, minor props), architectural & military advices and so on. there was a lot of work and it took about 4 months. and it's going on further more
that looks amazing art-wise.
Definitely would be cool to learn more from seeing individual assets
The only thing that bothers me a bit is that environment does not seem to have enough suggestions about past nuclear war. Everything is like it is today but with desaturation.
If you would not mention "post-nuclear" the environment does not seem to have any noticable history.
Concepts seem to be the only depiction of destruction, but even that feels more like abandoned city rather than a nucked one.
There is no feeling of past cataclysm imo.
Anyways, it is still a very interesting project, and I am looking forward for more reveals
yes, this area is not affected by direct nuclear impact. this is a transportation node to emergency entrance shelter-city which was left abandoned a long time ago
this is one of the game weapons - VAL mk2 rifle. tuned up from AS VAL special assault rifle. this is the first made model so it's not so perfectly good as i wanted it to be
Oh. I'm disapointed by the weapon
The textures show no material definition at all
It's just noise noise noise:(
Plus it looks like an M4 but has traces of AK... How could you?! You sir.. are not a real russian, or else you wouldnt have commited such anus crimes to an AK!
i absolutely love the entire look of what you have going on, but i think the diffuse on that rifle needs some more work. the way it sits now, the texture is quite muddy and lacks little details found on other rifles (text, buttons, switches, levers, etc). nice start though, and it does look quite good in-game
Just as a rule, I don't think any Russian weapon has ever used a collapsing stock - all their assault rifles have used either fixed or skeletonized folding stocks. If you want a more futuristic-looking design, take some cues from the PP-2000.
i totally agree with all of you. as i said - this was the first experience and it was made 4 months ago. i'll post later actual model
2 threehams - it's modified with modern parts - RIS rails, tactical pistolgrip and foregrip, CTR carbine stock. In russian regular army there is no such modified weapons of course, but spetsnaz use such modifications all the time
the shape and the silhouette looking great, but the texture sucks with its uniformness all the way around, as its wore said
needs some bright and contrast spots at some places imo
The shape and bakes on the gun is really cool! But the texture, as mentioned, is to uniform. Looks like it have bean dipped in a tray of ash or something. Get some edge defining scratches in their. Maybe some oil stains/color in the specular?
I agree, I think the models really cool, and the bake came out very well. Got some nice design styles and what not in there. But the texture is really odd, could do with being more traditional, only with a lot of scratches, dirt and rust maybe.
I think it could do with a little more grunge variation, there seems to be the same about of damage and wear all over the weapon, if you tone that down a bit or make specific parts of the gun more damaged then others - it'll give the eye points of interest instead of being overdone.
love the environments man! And the gun looks to have come a long way, but overall the gun looks like it is made of concrete. Pull out about 80 - 90 percent of the noise you have going on and then let your spec map really do the work. It is hard to tell but did you make your diffuse into normal information and overlay it into your baked normal? If so I would getting rid of the majority of that.
Would be able to better critique if you posted your maps.
Cheers man!
here's a specular.
as you can see - there is a lot of specularity. maybe screenshot is made in not good angle and specular on the model doesn't shine right
I think he means the diffuse needs to be smoother, with the spec map bringing out the details instead.
Like how you only see fingerprint smudges on a screen when viewed in the light from the right angle, stains and wear will often be only visible in the same way, which you show with the spec map.
yeah that is what I meant. Overall I just think your textures are too rough. I actually think the piece in the top right corner of that spec map is the one that emulates metal the most. Really like how you did that part.
Will the characters be wearing any kind of radiation protection? If the area was nuked, then chances are there'd be fallout around for many years after.
Also, the materials look good, but could maybe do with a little more detailing. The boots in particular look very clean and the fabric all looks very new. Maybe some fading on parts of the fabric, and more focused detail rather than just dirt all over.
thanks, creationtwentytwo
of course it'll be some radiation protection and other more "survival in radiation" stuff. but the game world is not typical fallout type - there so such high radiation zones with people wearing gasmask all the time, mutants and stuff. it's like a new world after global war conflict with a use of nuclear weapons
that's not an optic sight - that's cobra red dot collimator and it's perfect position of it with such weapon configuration (as my friend - military advisor said )
A red dot is a kind of optic, just a non-magnifying sight. I was just looking for the reasoning behind it, not suggesting you built it on bad advice.
But the more I thought about it, it makes perfect sense for an SBR and giving it a nice open sight picture, as well as avoiding mounting an optic on the dust cover. AK-pattern rifles have their rear sights mounted forward of the dust cover for a reason, which is the same reason why the cobra makes the most sense where it is--the dust cover is a removable part, so it won't hold a zero as well as attaching it to the upper/barrel assembly.
But anyway, no intent to derail--what are you working on now?
currently i'm working on loooots of game design documentation. also i do a lot of texture work on characters, props etc. another members of my team are making multiplayer location.
maybe it's time to post more outdoor shots
Replies
Is all artwork you've shown so far original/your creation?
How long ago did you start this project?
Cant wait to see more
Definitely would be cool to learn more from seeing individual assets
The only thing that bothers me a bit is that environment does not seem to have enough suggestions about past nuclear war. Everything is like it is today but with desaturation.
If you would not mention "post-nuclear" the environment does not seem to have any noticable history.
Concepts seem to be the only depiction of destruction, but even that feels more like abandoned city rather than a nucked one.
There is no feeling of past cataclysm imo.
Anyways, it is still a very interesting project, and I am looking forward for more reveals
The textures show no material definition at all
It's just noise noise noise:(
Plus it looks like an M4 but has traces of AK... How could you?! You sir.. are not a real russian, or else you wouldnt have commited such anus crimes to an AK!
The environments still look hot tho
keep up the fantastic work
Great work on the environment though so far!
2 threehams - it's modified with modern parts - RIS rails, tactical pistolgrip and foregrip, CTR carbine stock. In russian regular army there is no such modified weapons of course, but spetsnaz use such modifications all the time
(shots were made from 3ds max viewport)
needs some bright and contrast spots at some places imo
Looking forward to the next update!
Would be able to better critique if you posted your maps.
Cheers man!
as you can see - there is a lot of specularity. maybe screenshot is made in not good angle and specular on the model doesn't shine right
Like how you only see fingerprint smudges on a screen when viewed in the light from the right angle, stains and wear will often be only visible in the same way, which you show with the spec map.
Keep up the good work man!
Think we need to do an experiment on a purposely stretched environment and see what happens!
Wicked environment
Will the characters be wearing any kind of radiation protection? If the area was nuked, then chances are there'd be fallout around for many years after.
Also, the materials look good, but could maybe do with a little more detailing. The boots in particular look very clean and the fabric all looks very new. Maybe some fading on parts of the fabric, and more focused detail rather than just dirt all over.
of course it'll be some radiation protection and other more "survival in radiation" stuff. but the game world is not typical fallout type - there so such high radiation zones with people wearing gasmask all the time, mutants and stuff. it's like a new world after global war conflict with a use of nuclear weapons
Looks pretty good, but any reason the optic is mounted so far forward? Not that it wouldn't work, it's just an unusual choice. Just to look different?
Great work at any rate, a lot to study and admire in this thread.
But the more I thought about it, it makes perfect sense for an SBR and giving it a nice open sight picture, as well as avoiding mounting an optic on the dust cover. AK-pattern rifles have their rear sights mounted forward of the dust cover for a reason, which is the same reason why the cobra makes the most sense where it is--the dust cover is a removable part, so it won't hold a zero as well as attaching it to the upper/barrel assembly.
But anyway, no intent to derail--what are you working on now?
maybe it's time to post more outdoor shots
did u make all the vegitation models?
Did you go out and put a blue-screen behind some of the plants/weeds to get good alphas or did you do it some other way?
I might be doing this soon myself.