That .gif is awesome, its great to see the progression of this! Lots of great detail in that .gif and it just goes to show the amount of effort that goes in.
It kinda reminds that i should do something similar with my work, well i am a cinematic artist and it is crazy to see how screenshots progress from a small idea to the final one. But yeah keep up the good work and thanks again for sharing your techniques in this thread.
Im surprised your small assets arent using IBLs and the larger building blocks and bsp geometry using light maps as i believe you are using the same lighting system as Killzone?
wow everything posted here is simply awesome and purely inspirational. Uncharted has been one of my favourite series and the 3rd instalment did not disappoint.
Really great to see some of the technical side of your work, I'm an aspiring environment artist and it's always useful to see how the professionals do it, particularly if they worked on the leading games.
Timelapsed .gif is really nice. I'm curious about the workflow, you say you have a texture artist so did he do the UV's for your models too or did you do basic unwraps and he adapted them to fit his textures?
This is so nice. I didn't play Uncharted since I don't own a PS3 but those rocks and all this stuff, well, rocks! I would love to see a texture breakdown of the rocks.
You said that you didn't create highpoly rocks, so you don't use any normal maps for the rocks (and even the other assets?)?
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That's all I use too really. 90% of the time, it's all you need
Really nice to see the progression during production.
- D. Carmine
It kinda reminds that i should do something similar with my work, well i am a cinematic artist and it is crazy to see how screenshots progress from a small idea to the final one. But yeah keep up the good work and thanks again for sharing your techniques in this thread.
Really great to see some of the technical side of your work, I'm an aspiring environment artist and it's always useful to see how the professionals do it, particularly if they worked on the leading games.
Timelapsed .gif is really nice. I'm curious about the workflow, you say you have a texture artist so did he do the UV's for your models too or did you do basic unwraps and he adapted them to fit his textures?
Thanks
You said that you didn't create highpoly rocks, so you don't use any normal maps for the rocks (and even the other assets?)?