Hey guys, I've been workin over at Insomniac Games for a little over a year now. Which is why I haven't had a ton of time to do as much personal work as I'd like these days. Resistance 3 is finally out now though!! Woot! So I wanted to share with all of you some of the work I was able to contribute to this game. I actually was able to work on 2 of the main campaign levels, but will only be showing 1 right now as I'm still grabbing some screens from that level.
The level I am showing is the New York Terraformer. After trekking through New York City and fighting the Chimera to reach essentially their *mother ship* which is turning all of New York into an ice land, you get to enter into said Terraformer and fight the Chimera on their home turf. Shits frozen n crazy and them Chimera don't take too kindly to people invading their ship hehe. So here are some screenshots from the New York Terraformer that I worked on.
Modeling, texturing, some layout, and some effects: By Me
Other modeling, texturing, lighting, and layout completed by:
Ken Brown (Environment Artist) Colin Geller (Concept Art)
Erich Gooch (Lighting)
Lisa Brown (Designer)
Thanks a lot guys! Definitely exciting for my first title
Hahaha Andrew, we finished the art for the game like almost 2 months ago now, so I've been sitting on these images for a while now just waiting to post em lolz
Good Stuff. Any chance to see some wires or breakdowns of individual assets? Played the game on GC a few weeks ago and it was quite promising, can´t wait to pick it up!
Right into the inspiration folder, great work. My only crit would me a majority lack of color (other than the blue/yellow light), but that could just be the environments nature.
Can't wait to play this noise. Loved both 1 & 2 and really looking forward to 3.
Nice work! Thanks for posting up! Have any individual prop breakdowns or other environment pieces?
Jam-I-Am: WTF dude.... lazy ass slut. Where's your work contributions?!? I swear on my bottle of Holy Moses, if you come up with some lame ass excuse to not dump your work in here, I'm gonna teleport to your apartment and shove your vinyl Quark figure up your ass.
I guess it's alright.....jkjkjk. Amazing work, Jacob. And I also agree with Firebert.. I sat next to Colin (jam-I-am) and the characters and monsters he was making blew my nuts away and he should make a post. JACOB. FORCE HIM.
Yeah, I'll definitely grab a few shots of some of the modular pieces around the area. I'll do a lit/unlit of those guys and if I get some more free time hopefully some wires or unlits of the environment too.
Hahahaha, Jam-I-Am will be posting. I talked to him already and he gave me his word. Plus now all of Polycount has seen that he gave me his word, so he has to post or he'll be a liar!! hahah
jacob did you do mostly level building here or did you do lighting? or did you do model/texture/placement/lighting or what was your influence on these screenies?
I did:
Modeling
Texturing
Placement
and some effects
Then my friend Scott did the lighting. I made a little list up at the top of the post showing all of the ppl who did what with credit to each of them by name
I did:
Modeling
Texturing
Placement
and some effects
Then my friend Scott did the lighting. I made a little list up at the top of the post showing all of the ppl who did what with credit to each of them by name
Took you like what, four-six months to make it? Amazing is just a small word to define the "awesomeness" of this scene...
Nice silhouettes and general structure, although lacking in areas and highlighted with bad lighting. A cubemap would really make this type of environment shine (literally), as it is a lot of the metals seem flat and mat making it feel very flat even with the close fog. It might have helped to have more light driven volumetric's in some of the more flat scenes. A lot of the forms are lost in the darkness and its lacking any drama in the lightings contrast. Although these criticisms are only for 50% of the scenes.
All of the lighting was out of your hands and not sure about the tech you use, just some personal criticism of the scene.
Core from Crysis would be a good example of some of the aspects of the scene I felt where lacking.
Awesome Job from you guys! I'm sure it was fun working together building this environment and I'm sure many others! It all came together nicely! Go Insomniac!
Awesome, just playing through this level right now. I just picked up all 3 Resistance games and have played them back to back to back. This is definitely the best looking level in the game, the lighting is really great.
A couple questions.
1. How do you come up with all the crazy alien architecture, is each piece concepted first or is a lot of this just created on the fly by you?
2. For the lighting is there a bunch of little point lights placed throughout the level for all those little yellow eyeball lights? Or does each piece of geometry get instanced in and come with its own set of lights?
Replies
Hahaha Andrew, we finished the art for the game like almost 2 months ago now, so I've been sitting on these images for a while now just waiting to post em lolz
Slightly makes me want to go out and buy a ps3 for this.
Can we see any seperate piece breakdowns/? or like a quick slap out of the modular peices?
Could u post some unlit (fullbright) views as well? I am really curious to see the texture-only view of the envionment
Thansk again for posting these scrrens!
Great work.
Nice work! Thanks for posting up! Have any individual prop breakdowns or other environment pieces?
Jam-I-Am: WTF dude.... lazy ass slut. Where's your work contributions?!? I swear on my bottle of Holy Moses, if you come up with some lame ass excuse to not dump your work in here, I'm gonna teleport to your apartment and shove your vinyl Quark figure up your ass.
Hahahaha, Jam-I-Am will be posting. I talked to him already and he gave me his word. Plus now all of Polycount has seen that he gave me his word, so he has to post or he'll be a liar!! hahah
Modeling
Texturing
Placement
and some effects
Then my friend Scott did the lighting. I made a little list up at the top of the post showing all of the ppl who did what with credit to each of them by name
:P
Took you like what, four-six months to make it? Amazing is just a small word to define the "awesomeness" of this scene...
All of the lighting was out of your hands and not sure about the tech you use, just some personal criticism of the scene.
Core from Crysis would be a good example of some of the aspects of the scene I felt where lacking.
http://i36.tinypic.com/vf9vkx.jpg
A couple questions.
1. How do you come up with all the crazy alien architecture, is each piece concepted first or is a lot of this just created on the fly by you?
2. For the lighting is there a bunch of little point lights placed throughout the level for all those little yellow eyeball lights? Or does each piece of geometry get instanced in and come with its own set of lights?