models and bakes look great EQ. How was the tangent space match between bake and shader handled? Did they have a custom baking tool or did they just match their shader code really well?
Thanks!
I'm not sure what I'm allowed to say NDA wise about software or specific workflows and all of that stuff. I bet Mop could tell you anything you want to know about the technical side. I'll just say that it was all pretty hassle free on our end.
pretty stuff, lovely direction on them all. I really dig the yellow-trimmed guns, they have a nice vibe about them in contrast to the spray painted, and blue ones.
The 3point guys were kickass, like spacemonkey said they constantly blew us away with their highpoly work, texture work and desire to push quality all the way. We stole Vahl off them after this...
Regarding people asking about bakes and stuff, we set up the game engine to use the same tangent basis as Maya, so everything matched perfectly between Maya and the game, and we also used an in-house baking tool for our own stuff (but 3Point baked everything in Maya AFAIK, and since the spaces were the same it didn't matter - stuff was transferable either way).
I love a ton of these guns, Laurel (Tully) and I handled a lot of the blockout work getting them in-game before sending them off to 3Point for highpoly loving, it was great to see them come back looking aces and shove them straight into the game without any fuss.
My favourites are probably the FRKN Assault Rifle (the green flat-sided one) and the Galactic SMG (the overall yellow/beige one)... but they're all kickass.
Seeing all the attachment stuff come together to make some monstrous Frankenstein weaponry was awesome too
That's awesome Mop. Smart to set up the engine to use the same tangent basis as Maya. Usually it seems companies try to do the other way around which Maya hates. Really impressive work by everyone involved. Super motivating to step up my highpoly game.
Earthquake thanks for posting the Maya AO/normal version too! Awesome stuff.
Replies
Thanks!
I'm not sure what I'm allowed to say NDA wise about software or specific workflows and all of that stuff. I bet Mop could tell you anything you want to know about the technical side. I'll just say that it was all pretty hassle free on our end.
Loving this thread
pretty stuff, lovely direction on them all. I really dig the yellow-trimmed guns, they have a nice vibe about them in contrast to the spray painted, and blue ones.
Would love to see some clean bakes
High renders to follow soon!
That would be a reasonable assumption. =D
Inspiring work man.
But yeah, awesome work
is that viewport 2.0 with SSAO in action?
They look awesome, the low polies pretty much just look like highpolies
As I have stated before, top work guys!
inspiring work guys
Great stuff btw, rich, sharp texturing and tight modeling
I'm going to name my firstborn EQ, already made up my mind.
If 3Point studios made DVD's... specifically high poly modeling / Baking...I'd buy them...just saying.
Inspirational. Seeing those bakes is incredibly helpful to us that still have lots to learn.
I love it, all of it, the art is just great. Impressive and inspiring work!
Would you mind showing us some wires on some of these?
Regarding people asking about bakes and stuff, we set up the game engine to use the same tangent basis as Maya, so everything matched perfectly between Maya and the game, and we also used an in-house baking tool for our own stuff (but 3Point baked everything in Maya AFAIK, and since the spaces were the same it didn't matter - stuff was transferable either way).
I love a ton of these guns, Laurel (Tully) and I handled a lot of the blockout work getting them in-game before sending them off to 3Point for highpoly loving, it was great to see them come back looking aces and shove them straight into the game without any fuss.
My favourites are probably the FRKN Assault Rifle (the green flat-sided one) and the Galactic SMG (the overall yellow/beige one)... but they're all kickass.
Seeing all the attachment stuff come together to make some monstrous Frankenstein weaponry was awesome too
edit:
Hehe, nobody has posted any high poly renders yet... I guess that's a good sign
Earthquake thanks for posting the Maya AO/normal version too! Awesome stuff.