These are some of the models I did for Rage. I spent about three years working on this game, doing a little bit of concepting early on and later modeling character parts. It's been by far the most creative and fun work experience I've had, a thousand smooches to Vitaliy for bringing me up as a freelancer.
To explain the lack of faces and other missing elements, as V mentioned in his post all the bandits and settlers were planned as sets of costume parts that could then be assembled into different characters. All faces were handled inhouse, as was all texturing. Credit goes to the magnificent Ben Olson for (I believe) the majority of concepts that I worked from. Some of the models contain portions of Kenneth Scott's base mesh (hands, feet, and thigh sections).
Fantastic sculpts Peter, really solid cloth work especially. Love the levels of surface noise you've got going on under the actual shapes and details, gives them a great realistic feel without making them busy. Saved to inspirado folder. Can you give us any kind of rough time estimate for how long you had to work on any of these?
beautiful work man, very clean. Great job on what I can only imagine felt like a slightly disjointed process with regard to making component here and a piece there....top stuff
man. not that it's any surprise coming from one of your calibre but damn ! that is some truly wicked work. such consistent detail and form relationships. thanks so much for posting
Wow, I must say the headgear was one of my favourite bits in the game, especially the shrouded clan and the gearheads. Nice work, loving the presentation too!
Guh. Wow man, amazing work. Put your website back up, pleeease. You and Mr. Kite are like ghosts that occasionally drop phantom dumps of awesome.
I also want to know what you used for renders.
Thank you guys! Some of those models must be 3-4 years old now, it felt sort of nostalgic to dig them up after all this time. It was also pretty awesome seeing all this stuff in the game for the first time last month
My render setup isn't very glamorous, it's all scanline / light tracer output that I comped together in Photoshop. The material has a fractal noise term in the spec slot (and an inverse copy in the diffuse) to break up some of the larger spaces. There's a skylight and 3 omnis in the scene that can be toggled in layer groups, one for key/fill and one for rim lights. The front omni is at 0.5 intensity, all lights cast shadows and are set to render by layer.
After rendering I split the first of the two outputs into separate layer sets, one for the base and painted-in material colors with the highlight filtered out, then another copy adding that highlight back in with a slight color tint. The second image goes on top (also colored), then there are a few more smallish tweaks like the bloom etc. I hope this clears things up a little..
Replies
What's the render set up on the last images?
Great stuff indeed dude.
Long overdue for a dose of the Peppi but damn was it worth it!
Beautiful presentation.
Looks absolutely fantastic!
Now can you get your damn portfolio up online again plz?
:P
Makes me a bit jealous but in a inspirational way... going back to practice now.
I also want to know what you used for renders.
I second this. Those renders are phenomenal. As the work itself is. Thank you very much for sharing - that's some top notch sculpting right there.
Awesome models and renders.
My render setup isn't very glamorous, it's all scanline / light tracer output that I comped together in Photoshop. The material has a fractal noise term in the spec slot (and an inverse copy in the diffuse) to break up some of the larger spaces. There's a skylight and 3 omnis in the scene that can be toggled in layer groups, one for key/fill and one for rim lights. The front omni is at 0.5 intensity, all lights cast shadows and are set to render by layer.
After rendering I split the first of the two outputs into separate layer sets, one for the base and painted-in material colors with the highlight filtered out, then another copy adding that highlight back in with a slight color tint. The second image goes on top (also colored), then there are a few more smallish tweaks like the bloom etc. I hope this clears things up a little..
This /\.
Congrats on the release!