Heya, been a loooonggg time lurker and it's time I crept outta my shell.
After all those great artdumps from other games I wanted to share some of the environment work I've done for Killzone 3. I've done work on various single and multiplayer levels and also cutscenes.
All levels were crafted in collaboration with other environment artists, FX artists, lighting artists and designers.
Hopefully my fellow Guerrilla's will post their stuff as well.
Wow, thank you thank you!
I'm surprised I adore the particle work so much.
That a rich variety of colors you've got going on there. Did you guys have any kind of color script?
Also did you use much vertex blending in the snow levels or is most of the snow painted in?
Really amazing work, Steven. KZ3 is one of those games I died a LOT in, because I was standing around admiring the art
I noticed there were a lot of texel inconsistencies throughout the game, but on the whole it looked amazing. I assume you guys did a ton of work with Crazybump and/or NDo for your normals? I can see texture repurposing in the scenes, but hipoly baked normals rarely ever work decently once you place different geometry under them. Just curious.
My fav of the ones you posted is the 6th shot down. Really nice feel to it. Super solid stuff there
All that beautiful lense flare! Fer Relz, You guys at Guerilla have some of the best artists our generation. And KZ2 & 3 are some of my favorite console FPSes.
@d1ver
Particles are done by our amazing talented FX team.
For the snow: Most shaders had a snow blend layer which allowed us to paint in the snow using vert colors. On top of that to hide seams, we placed geometry which used a transparency snow shader. Lot of work, but it paid off in the end.
@Joshua Stubbles
Each artist uses it's own bag of tools, so there's probably a healthy mix of crazybumping/nDo-ing and baking.
@computron
We bake our lightmaps outside of the engine.
I'll be uploading some more stuff in the near future, need to grab some more shots .
kn0rVery nice and inspiring, I'm currently working on my portfolio to apply for a job at Guerilla games. I'm probably going to make an environment that has the same context as killzone.
Once again, this stuff is extremely impressive.
I think it'd be interesting to hear generally how you guys work on your environments, what your particular role is and perhaps what each supporting role does. It was great getting to hear from Autocon about Naughty Dog's workflow, and since the work you posted is collaborative, I would be very interested in hearing how each part of the team contributed.
Once again, this stuff is extremely impressive.
I think it'd be interesting to hear generally how you guys work on your environments, what your particular role is and perhaps what each supporting role does. It was great getting to hear from Autocon about Naughty Dog's workflow, and since the work you posted is collaborative, I would be very interested in hearing how each part of the team contributed.
+1 on everything.
Saved all your pics to my special ref folder.
Sony studios usually have kinda unique workflows since the PS3 needs content/authoring to be done a little different from multiplatform engines like UE3 and Cryengine3.
It's always fun to hear, like how naughty dog uses skeletal meshes for their trees to wrap the roots around the environments because the way PS3 handles vertices better for instanced skeletal meshes or something along those lines.
Replies
As mario said, you should really link to your portfolio I think we all would like to have a peek at it
Very sweet work. Stuff like this makes me regret that I don't have a Playstation 3.
I'm surprised I adore the particle work so much.
That a rich variety of colors you've got going on there. Did you guys have any kind of color script?
Also did you use much vertex blending in the snow levels or is most of the snow painted in?
P.s. This is sooooo on the list:
http://wiki.polycount.com/CategoryReferenceGameArt
You could provide your real name and website if you'd like to.
Thanks again.
I noticed there were a lot of texel inconsistencies throughout the game, but on the whole it looked amazing. I assume you guys did a ton of work with Crazybump and/or NDo for your normals? I can see texture repurposing in the scenes, but hipoly baked normals rarely ever work decently once you place different geometry under them. Just curious.
My fav of the ones you posted is the 6th shot down. Really nice feel to it. Super solid stuff there
Quick question do you still pump your enviroments through Autodesk Beast* like in killzone 2 to get nice baked lighting??
Second....Wow, thanks for all the response! Makes us really proud and happy to see you guys are liking our stuff.
Portfolio link is now in my profile.
I'll do my best to answer some questions.
@SanderDL
Yes I am : ).
@d1ver
Particles are done by our amazing talented FX team.
For the snow: Most shaders had a snow blend layer which allowed us to paint in the snow using vert colors. On top of that to hide seams, we placed geometry which used a transparency snow shader. Lot of work, but it paid off in the end.
@Joshua Stubbles
Each artist uses it's own bag of tools, so there's probably a healthy mix of crazybumping/nDo-ing and baking.
@computron
We bake our lightmaps outside of the engine.
I'll be uploading some more stuff in the near future, need to grab some more shots .
Top not stuff, congratulations on a shipped title as well, and keep on improving!
Best regards from France
I think it'd be interesting to hear generally how you guys work on your environments, what your particular role is and perhaps what each supporting role does. It was great getting to hear from Autocon about Naughty Dog's workflow, and since the work you posted is collaborative, I would be very interested in hearing how each part of the team contributed.
+1 on everything.
Saved all your pics to my special ref folder.
Sony studios usually have kinda unique workflows since the PS3 needs content/authoring to be done a little different from multiplatform engines like UE3 and Cryengine3.
It's always fun to hear, like how naughty dog uses skeletal meshes for their trees to wrap the roots around the environments because the way PS3 handles vertices better for instanced skeletal meshes or something along those lines.
Cheers man, will do my best!
@choco
Awesome, keep us updated on your progress. Love your terrain stuff!
@paulsvoboda & Computron
I'll post a breakdown asap, bit busy now with holidays preparations n such !
@the rest
Thanks for all the comments, glad you enjoyed the work we did.