Perty pimp stuff, dunno if you guys can answer this, but you mentioned all the guns were done on 2048x1024 maps. Did the accessories share these maps? Have their own smaller maps? Or were they grouped together by weapon type or something to that effect?
Also, did you guys handpaint everything or were any photo overlays/masks involved? Just curious about your texturing process in general for the art style.
2048x1024 was for the base guns, sights, accessories etc were on separate maps. Overall texture usage for weapon+addons is probably about 2048x2048 max for each gun, or something like that, I'm sure mop knows the vmem figures there.
As far as texturing goes, a variety of methods were used, from photsourcing, to hand painting, to technical scripts Per cooked up in photoshops for creating specific effects, and even some 3d painting in mudbox as well.
Now as promised, here are some fancy highpoly renders, with the obligatory post processing of course.
Wires maybe at some point, flats generally are a big no-no as they are raw art content, so I can give a definite no to seeing any of the actual texture maps.
There is some crazy nice high poly work. Were these completely modeled in max/maya, or was there sculpting done for some of the small details?
Thanks!
I use Modo for 100% of my high/low modeling and uvs. Then everything gets sent off to maya for scene setup, baking etc. Other artists used Max and XSI. Not much sculpting was done for the base weapons, but some of the resistance variations that are beat up did have a mudbox(I think? Maybe it was zbrush) pass.
Everything shown in the above renders is straight up sub-d modeling.
Good to know that a lot of these were done with sub-d modeling ><
Sorry to pop up this question but, latlely I've been seeing a lot of Zbrush people do some good hard surface stuff nowadays. For whatever reason I prefer doing any sub-d stuff in Max or modeling package besides using more of a sculpting based program such as Zbrush or Mudbox.
Any chance you guys would move onto Zbrush for nearly 100% of your workflow? Curious as to what you guys foresee for the near future.
And again, as if it hasn't been mentioned enough, thank you for sharing and for some of the tips and tricks Very greatly appreciated! Some of these renders are just amazing and definitely inspire me to get even better! Thanks again
Good to know that a lot of these were done with sub-d modeling ><
Sorry to pop up this question but, latlely I've been seeing a lot of Zbrush people do some good hard surface stuff nowadays. For whatever reason I prefer doing any sub-d stuff in Max or modeling package besides using more of a sculpting based program such as Zbrush or Mudbox.
Any chance you guys would move onto Zbrush for nearly 100% of your workflow? Curious as to what you guys foresee for the near future.
And again, as if it hasn't been mentioned enough, thank you for sharing and for some of the tips and tricks Very greatly appreciated! Some of these renders are just amazing and definitely inspire me to get even better! Thanks again
IMO, sculpting can be a cool tool for quickly blocking out shapes and conceptualizing, but I'm not sure I would ever be comfortable doing this sort of work entirely in a sculpting app, it just seems counter intuitive. IMO a better workflow would probably be to block out your shapes in your sculpting app quickly, and then use that as a base to model a clean Sub-d mesh over. I've seen some people get some nice results with that.
In general I think sculpting is suited more towards abstract and organic type meshes, not really something like these weapons where we had very clear and precise concepts for them.
I'm personally not a huge fan of the *everything must have a zbrush pass* mentality that I think a lot of people are applying to hard surface work these days. It seems almost like people are doing this just because they can, not because its really necessary or even making the work any better. Certainly for specific styles like the distressed work Kevin Johnston does on GOW, it works very well. But I think we see a lot of copy cat stuff where people think throwing their model into zbrush and greebling in random dents and damage is something that always needs to be done. I'm generally not a fan.
I'm not sure I would say that sculpting is ever going to replace solid sub-d modeling, atleast not any time soon. Sculpting tools keep getting better and better, but you've still got some real basic limitations. Say after you're pretty much done with your mesh, you realize many of your edges are too tight? With sub-d, as long as your loops are clean its just a matter of sliding some edge loops around. With sculpting, this could be a major time consuming revision.
because you guys float a lot of your extra details, like the cylindrical pieces n such.. does that ever cause issues when projecting? do you ever get warped results that need to be fixed? if so how do you go about fixing them?
Yeah, skewed details really doesn't have anything to do with floaters. If the detail is floated or if it is modeled straight it, the skewed bake is because of the normals on your lowpoly mesh. More here:
oh man, thanks so much for answering >< i know it must be a pain after a while with all these questions but thanks for taking the time to do so
i totally agree with a lot of the things you mentioned. that and the fact that a zbrush pass happens just because you can, not too big of a fan of that unless something does need it.
and i actually never thought about how easy it would be to clean up stuff when sub-ding instead of sculpting out or refining some od those tight edges on hard surface models.
very useful information and something that was always on my mind since again i do see a lot of people using zbrush more and more for things in general but it's good to know it won't be the go to package for hi-res stuff in most cases, especially for hard surface objects.
i think it's pretty clear sub-d gets the job done for objects such as the weapons shown in this thread. bakes come out awesome! thanks again!
do you have like any unused weapon pics?
like stuff u made that didn't get in the game or did you get an order for xyz weapons and you only made just those?
do you have like any unused weapon pics?
like stuff u made that didn't get in the game or did you get an order for xyz weapons and you only made just those?
yes, anything else would be a huge waste of money. It's a professional development process, design phases, concepts, place-holders...
I wish I had more useful comments to say than "wow"... But I think I'll just stick with a big wow to you guys!
Everything I see here is spot on, also, that's some of the best usage of floaters I have seen a round, I hope people actually stop and stare at this renders for a while and study them and how floaters should be used, and when you should actually model the stuff in your mesh.
Who did the concepts for these, are these 3Point or did you work from Splash Damage concepts?
It's interesting to see how many of the designs are effectively Brink-exaggerated existing guns, like the MP7, SCAR, M4, 1911, etc - I'd imagine were I better I'd recognize more than that.
I wish I had more useful comments to say than "wow"... But I think I'll just stick with a big wow to you guys!
Everything I see here is spot on, also, that's some of the best usage of floaters I have seen a round, I hope people actually stop and stare at this renders for a while and study them and how floaters should be used, and when you should actually model the stuff in your mesh.
Totally. Its not too often just looking at a model can be so informative.
im seriously thinking of buying brink just so i can rip the models and study them
Replies
2048x1024 was for the base guns, sights, accessories etc were on separate maps. Overall texture usage for weapon+addons is probably about 2048x2048 max for each gun, or something like that, I'm sure mop knows the vmem figures there.
As far as texturing goes, a variety of methods were used, from photsourcing, to hand painting, to technical scripts Per cooked up in photoshops for creating specific effects, and even some 3d painting in mudbox as well.
Now as promised, here are some fancy highpoly renders, with the obligatory post processing of course.
is there still no chance we would be able to see wires or flats?
Thanks!
I use Modo for 100% of my high/low modeling and uvs. Then everything gets sent off to maya for scene setup, baking etc. Other artists used Max and XSI. Not much sculpting was done for the base weapons, but some of the resistance variations that are beat up did have a mudbox(I think? Maybe it was zbrush) pass.
Everything shown in the above renders is straight up sub-d modeling.
Sorry to pop up this question but, latlely I've been seeing a lot of Zbrush people do some good hard surface stuff nowadays. For whatever reason I prefer doing any sub-d stuff in Max or modeling package besides using more of a sculpting based program such as Zbrush or Mudbox.
Any chance you guys would move onto Zbrush for nearly 100% of your workflow? Curious as to what you guys foresee for the near future.
And again, as if it hasn't been mentioned enough, thank you for sharing and for some of the tips and tricks Very greatly appreciated! Some of these renders are just amazing and definitely inspire me to get even better! Thanks again
IMO, sculpting can be a cool tool for quickly blocking out shapes and conceptualizing, but I'm not sure I would ever be comfortable doing this sort of work entirely in a sculpting app, it just seems counter intuitive. IMO a better workflow would probably be to block out your shapes in your sculpting app quickly, and then use that as a base to model a clean Sub-d mesh over. I've seen some people get some nice results with that.
In general I think sculpting is suited more towards abstract and organic type meshes, not really something like these weapons where we had very clear and precise concepts for them.
I'm personally not a huge fan of the *everything must have a zbrush pass* mentality that I think a lot of people are applying to hard surface work these days. It seems almost like people are doing this just because they can, not because its really necessary or even making the work any better. Certainly for specific styles like the distressed work Kevin Johnston does on GOW, it works very well. But I think we see a lot of copy cat stuff where people think throwing their model into zbrush and greebling in random dents and damage is something that always needs to be done. I'm generally not a fan.
I'm not sure I would say that sculpting is ever going to replace solid sub-d modeling, atleast not any time soon. Sculpting tools keep getting better and better, but you've still got some real basic limitations. Say after you're pretty much done with your mesh, you realize many of your edges are too tight? With sub-d, as long as your loops are clean its just a matter of sliding some edge loops around. With sculpting, this could be a major time consuming revision.
http://www.polycount.com/forum/showthread.php?t=81154
ha. again guys. fucking sweet work. and huge props for supporting the community with your knowledge
bring on the next 3Point pimp
i totally agree with a lot of the things you mentioned. that and the fact that a zbrush pass happens just because you can, not too big of a fan of that unless something does need it.
and i actually never thought about how easy it would be to clean up stuff when sub-ding instead of sculpting out or refining some od those tight edges on hard surface models.
very useful information and something that was always on my mind since again i do see a lot of people using zbrush more and more for things in general but it's good to know it won't be the go to package for hi-res stuff in most cases, especially for hard surface objects.
i think it's pretty clear sub-d gets the job done for objects such as the weapons shown in this thread. bakes come out awesome! thanks again!
Oh and another note, I completely agree, the devotion of you guys to the community makes me happy.
like stuff u made that didn't get in the game or did you get an order for xyz weapons and you only made just those?
Amazing stuff guys, and thanks for the insight!
yes, anything else would be a huge waste of money. It's a professional development process, design phases, concepts, place-holders...
Everything I see here is spot on, also, that's some of the best usage of floaters I have seen a round, I hope people actually stop and stare at this renders for a while and study them and how floaters should be used, and when you should actually model the stuff in your mesh.
It's interesting to see how many of the designs are effectively Brink-exaggerated existing guns, like the MP7, SCAR, M4, 1911, etc - I'd imagine were I better I'd recognize more than that.
Totally. Its not too often just looking at a model can be so informative.
im seriously thinking of buying brink just so i can rip the models and study them
Oooh, now I'm excited!