Yep (new normals and UVs as always)
For comparison's sake, here's the original texture (top one) and my old re-texture with diffuse painted lighting from about a year ago when FNV originally came out.
I think they just rushed to product, I don't think they did a bad job overall
I'm assuming though they thought someone like good ole Mil here would do a retexture of somethings because they recognize how active the modding community is.
Don't sell yourself short Mil on the organic modding. I'm sure you can do it.
this is looking really good, i hope you do more. more for this game and skyrim too. i've been using your textures for a while and its a lot better, makes the game playable :P
Great work man! I love each of those remakes, too bad i cant instal em on my ps3
offtop:
when i play I dont focus on graphics there but sometimes when i take a break and look on a flying camera.... just woah thats poor
I would love if they do a new Fallout on Id tech5
Well I've actually done nearly all firearms, energy/melee/explosives/heavy weapons are still to be done but I'll see if I can get some of those eventually done :P
The more I watch this thread, the more I see the devs must have been asleep the whole time... I know you can only do "so much" with a huge game like Fallout, but if they had just one guy doing the weapons like you, they would have nailed it. But they had more, I'm sure.
If they don't hire you for the next one, I'll actually be a little pissed...
I don't actualy get how they could let concrete weapons pass so easily... whats worse is that they spent zero time on them, the smoothing groups are amazingly bad.
I get the way they need loads of these things, but thats when you set up teams to work JUST on the weapons, like I'm sure they did do. Theres actually no excuse for why they are so bad, none at all. Time isn't an issue, because you clearly are pumping out assets at the same pace they likely did, and you're one single guy.
If they don't hire you for the next one, I'll actually be a little pissed...
I haven't read this whole thread but I really hope you aren't planning on applying for work at Obsidian or Bethesda. Saying "your product sucks, I can do better" is pretty much a universal faux pas in any industry.
I haven't read this whole thread but I really hope you aren't planning on applying for work at Obsidian or Bethesda. Saying "your product sucks, I can do better" is pretty much a universal faux pas in any industry.
I've considered it actually since I would *love* to make Fallout 4 but yeah I'd probably have to be pretty subtle about it if I used these in the application :P
I've considered it actually since I would *love* to make Fallout 4 but yeah I'd probably have to be pretty subtle about it if I used these in the application :P
yikes, I'm pretty sure they know about this thread.
Would it hurt, though? He could go on in the interview, say "here's how I improved your assets"? Or would the leads/artists get butthurt? No offense meant, sincere question.
Would it hurt, though? He could go on in the interview, say "here's how I improved your assets"? Or would the leads/artists get butthurt? No offense meant, sincere question.
Even something innocent like that is pretty much frowned upon in any industry. I hate to say it but alot of the comments in this and the Skyrim weapon thread have probably burned some bridges for a few people.
Hmmm...I would think that these pieces would be the strongest thing you could to show an employer that not only are you interested in their games, but that you can do a quality job on assets that will fit into it.
On a side note, I'd be curious to know what sort of time frame that the artists had when making these assets, because I'm sure that is something we really need to take into account when judging them.
the work mill does to beautify these games says a lot more about his opinions on them than offhand quips he might make.
overall these are definitely good pieces. on some of the textures like the recent M4 the damage is kinda uniform and i think it'd be more effective with some more unique details. the new bakes are all looking great.
Hmmm...I would think that these pieces would be the strongest thing you could to show an employer that not only are you interested in their games, but that you can do a quality job on assets that will fit into it.
well, i think it's quite the opposite.
Let's say some huge studio is "happy" with the quality of their assets, even if they're objectively poor looking.
By 'happy' i mean that their artists are used to specific workflows for creating them, and management has a good idea of how much time various tasks take, and so on.
so here comes a guy who's known for remaking weapons and making them look awesome.
Do his weapons actually fit?
No. they WOULD fit if all the other art had had the same high quality.
But if studio doesn't have aspirations to improve everything, then they can't use such high quality weapons because they would just stick out and expose the mediocrity of other art.
So having such person onboard could lead to problems:
-there's a chance that he'd try convincing superiors to change workflows or to let him make it look as cool as stuff he has been remaking
-there's a chance that he'd be unhappy when told to make stuff of lower quality than his usual stuff
-even if he tries his best, he could have problems with making assets that fit with the rest of game world
i mean, if you see something as error that needs to be fixed, and work with that mindset for a long time, it's hard to go back and start implementing errors into your style.
that's like telling a decent artist to draw his characters with anatomical errors and poor perspective.
Such concerns are probably exaggerated.
But the way i see it, this pretty much comes down to the "this is how we do things here" mentality which seems pretty common in big corporations. They think they know best what looks good and that if people on top don't see any problem with art quality then nobody should ever suggest that it's not as good as it could be.
on the other hand i think the desire to improve the product in your own way is not a bad thing in small studios where artists can actually influence the shape of final product and don't have hundreds of people above them.
But take this with grain of salt, i haven't worked in the industry yet and these are just my guesses.
Replies
Yep (new normals and UVs as always)
For comparison's sake, here's the original texture (top one) and my old re-texture with diffuse painted lighting from about a year ago when FNV originally came out.
I'm assuming though they thought someone like good ole Mil here would do a retexture of somethings because they recognize how active the modding community is.
Don't sell yourself short Mil on the organic modding. I'm sure you can do it.
Thanks mang, certainly took a while! These models aren't the most pleasant to work with lol :poly142:
offtop:
when i play I dont focus on graphics there but sometimes when i take a break and look on a flying camera.... just woah thats poor
I would love if they do a new Fallout on Id tech5
Awesome work, really!
Here's a very early start on the textures..
I'm fan of your projects Millenia. Unfortunately Steam forbids me from downloading your texture pack, have to grab it from nexus.
Let me ask, do you have list of guns from NV to remake or just trying to do complete retexture of all(crazy)?
If they don't hire you for the next one, I'll actually be a little pissed...
There is always less time
I get the way they need loads of these things, but thats when you set up teams to work JUST on the weapons, like I'm sure they did do. Theres actually no excuse for why they are so bad, none at all. Time isn't an issue, because you clearly are pumping out assets at the same pace they likely did, and you're one single guy.
I have no idea what happened really, they pretty much dropped the ball lol
Here's a side by side comparison ingame
I haven't read this whole thread but I really hope you aren't planning on applying for work at Obsidian or Bethesda. Saying "your product sucks, I can do better" is pretty much a universal faux pas in any industry.
I've considered it actually since I would *love* to make Fallout 4 but yeah I'd probably have to be pretty subtle about it if I used these in the application :P
yikes, I'm pretty sure they know about this thread.
Even something innocent like that is pretty much frowned upon in any industry. I hate to say it but alot of the comments in this and the Skyrim weapon thread have probably burned some bridges for a few people.
On a side note, I'd be curious to know what sort of time frame that the artists had when making these assets, because I'm sure that is something we really need to take into account when judging them.
overall these are definitely good pieces. on some of the textures like the recent M4 the damage is kinda uniform and i think it'd be more effective with some more unique details. the new bakes are all looking great.
Some are same res, the newer ones are for the most part bigger.
Though I have to say that the weapons do look a bit too clean, this comparison shot of your grease gun and the original one really shows it
The original looks all dented on the side and yours looks perfectly smooth
well, i think it's quite the opposite.
Let's say some huge studio is "happy" with the quality of their assets, even if they're objectively poor looking.
By 'happy' i mean that their artists are used to specific workflows for creating them, and management has a good idea of how much time various tasks take, and so on.
so here comes a guy who's known for remaking weapons and making them look awesome.
Do his weapons actually fit?
No. they WOULD fit if all the other art had had the same high quality.
But if studio doesn't have aspirations to improve everything, then they can't use such high quality weapons because they would just stick out and expose the mediocrity of other art.
So having such person onboard could lead to problems:
-there's a chance that he'd try convincing superiors to change workflows or to let him make it look as cool as stuff he has been remaking
-there's a chance that he'd be unhappy when told to make stuff of lower quality than his usual stuff
-even if he tries his best, he could have problems with making assets that fit with the rest of game world
i mean, if you see something as error that needs to be fixed, and work with that mindset for a long time, it's hard to go back and start implementing errors into your style.
that's like telling a decent artist to draw his characters with anatomical errors and poor perspective.
Such concerns are probably exaggerated.
But the way i see it, this pretty much comes down to the "this is how we do things here" mentality which seems pretty common in big corporations. They think they know best what looks good and that if people on top don't see any problem with art quality then nobody should ever suggest that it's not as good as it could be.
on the other hand i think the desire to improve the product in your own way is not a bad thing in small studios where artists can actually influence the shape of final product and don't have hundreds of people above them.
But take this with grain of salt, i haven't worked in the industry yet and these are just my guesses.
Then why would someone even want to work there - as opposed to somewhere where people WISH to improve?
There are lots of ways to make money.
~edit