It's all straight from FC3 (i.e. Dunia Engine) with an Unlit plane as backdrop.
The only exception is for the P416, that is real-time screenshot taken from marmoset toolbag, but its the same asset/result with LOD0-D,N,S,G, minus a few Dunia-specific material perks.
wait, dunia engine ? i thought FC3 was done in CryEngine 3.
Greate work BTW !
awesome work dude, FC3 looked stunning. I really love the vector.
what did you use for baking? the normal mapping looks pretty flawless.
Thanks
Xnormal for baking
Some weapons very early on were baked without cage (just setting raycast in xnormal) and minimum smoothing splits, but thats terrible for LODs and shading in general
Converted to split UV/SG and a cage for better lods and better result.
Great work, love the texturing on the weapons and the designs on the bow and the relics!
Thanks for your workflow breakdown, learnt a couple of new things there :poly121: As for the Overlapping UVs, this means your normal map will shade incorrectly if you use it on a different area of the mesh, any tips for dealing with this? I am making a gun atm and have most of my UVs with a symmetry mod ontop
warxsnake, these look really great. I love your scuffing and oxidization on the edges it has a great amount of low frequency and high frequency these textures look really good.
Can you explain your technique for scuffing the edges, anything special here? Did you make the grime maps yourself? Looking forward to trying the game I was given a copy for my birthday.
You Sir, you are a legend! It`s been a while since I spent this much time on a game, so kudos to all you guys working on this fantastic sandbox experience
Superb. A bit more on the lighting for these sheets would have been awesome but I'll be sure to pick the game up soon so I will check out all the assets in their full glory then!
Technically these models looks good, but...
Excuse me - is it AK? I don`t see any AK on the screen, I see just crazy mixture of AKM and AK-74.
Shotgun with ACOG? Well... it`s... pretty impressive...
And etc.
It seems that author doesn`t know the word "reference".
P.S. And in case of somebody will start talking that it is not a sim - humans were modelled as they are, no 5-legs, or blue skin. I didn`t saw any rainbow fur on the animals so everything looks as it is in real. So why guns don`t?
This is an awesome collection of weapon models! Thanks for sharing the 10k tris, 1k textures and 6MB memory as well. That really helped me decide what to go for with my next weapon. ^^
A week from initial design to finished piece? What the fuck?
Awesome work by the way.
Thanks!
For the simple stuff like pistols and some shotguns, a week... although admittedly, sometimes pistols take longer than smgs/rifles as you have to create a pretty detailed and convincing "inside" so that you can animate the slide, and usually interior parts are a complicated mess.
Rifles, LMGs, or mounted guns and stuff like that can take two weeks.
Knives and stuff, especially the ones done in zbrush (Tanto, Chinese Knife, Shiv that i didnt show here) should take 2days to a week at maximum.
Stuff like the flamethrower, ironically since its ridiculously simple when you look at it compared to other things, took me almost 3 weeks because of again, lack of concept art so its a very lengthy and iterative process of coming up with a design while doing the high res.
(The weapon is based on the LPO50 but uses a canister ammo system instead of backpack)
Same thing for our knock-off M249 weapon which I didnt show here.
We weren't allowed to make a 1:1 m249 so I had to drastically change the design and functionality.
So if I had to correct my info, I'd say 2 weeks is probably a better average.
That's one thing I'm working on to better my workflow is to draw more 2D stuff and references at the start so I don't end up always going blind into a high poly max modeling session.
You mention high and low poly versions of these weapons. Are you talking about high poly normal bakes and low poly game models, or high and low poly LOD versions?
I build my low poly models first, then beef up the polycount for smoothness and extra detail where it's needed, but it sounds like you do your building at the high poly level first, then reduce it to the low poly version afterwards. Do you prune the high poly version down by hand, or did you guys hire a wizard to create a geometry reduction program that actually works right?
The texture work on these weapons are amazing, I couldn't figure out how you packed so much clean detail into a 512 - or even 1024 - map. I'm so glad to hear it's mostly repeating textures and clever geometry duplication. For a while there I thought I was seriously skill-deficient, or fell asleep on an important day in class or something. :P
You mention high and low poly versions of these weapons. Are you talking about high poly normal bakes and low poly game models, or high and low poly LOD versions?
I build my low poly models first, then beef up the polycount for smoothness and extra detail where it's needed, but it sounds like you do your building at the high poly level first, then reduce it to the low poly version afterwards. Do you prune the high poly version down by hand, or did you guys hire a wizard to create a geometry reduction program that actually works right?
The texture work on these weapons are amazing, I couldn't figure out how you packed so much clean detail into a 512 - or even 1024 - map. I'm so glad to hear it's mostly repeating textures and clever geometry duplication. For a while there I thought I was seriously skill-deficient, or fell asleep on an important day in class or something. :P
Thanks
When I talk about the HR/HP High res/High Poly, I mean the basemesh/turbosmoothed version meant for bake.
LR/LP is LOD0. LOD1,2,3 are 75% down respectively
My workflow is to create a basemesh that is adapted for both uses, basically the only different between the HR and the LR should be the control edges, that I remove as I prepare the LR. Obviously some additional cleanup but yeah, it all originates from an HR that is cleaned/optimized for LR and uv/bake.
Example would be barrels or cylindrical objects within the basemesh that have the final number of sides for the in-game version from the start (12 or 16 or 20), with just control edges that get removed either by cleanup or deleting an edit poly stack or mesh copy, etc
When I first got a hold of an AK 47 and the sun glinted off of it, my first thought was "Man these weapons look really good. I wonder who made them." Well now I know.
I would really like to see some textures flats of one of them if it's not too much trouble.
Wow, it's great to hear from an actual modeller who has worked on a current game!
I finished Far Cry 3 a couple of weeks ago, I can honestly say the game is epic!
It is visually stunning with beautiful modelling, well done and thanks for sharing.
So did you rebuild the models that the guys at massive made from scratch aswell, since I know a couple of those models were made by the guys at massive (like the ACOG and AK)? Otherwise it might be good to specify which ones you didnt model : )
So did you rebuild the models that the guys at massive made from scratch aswell, since I know a couple of those models were made by the guys at massive (like the ACOG and AK)? Otherwise it might be good to specify which ones you didnt model : )
So did you rebuild the models that the guys at massive made from scratch aswell, since I know a couple of those models were made by the guys at massive (like the ACOG and AK)? Otherwise it might be good to specify which ones you didnt model : )
if you look at the screenshots he has written AK-Paint job on the image, so it is another way of saying he did the shader, which is true : ), aswell as 95% of the models that made it in-game.
I'm amazed with how good they look straight from the engine.
Just trying cryengine now but i would love to get my hands on those shaders haha.
thanks for posting.
So did you rebuild the models that the guys at massive made from scratch aswell, since I know a couple of those models were made by the guys at massive (like the ACOG and AK)? Otherwise it might be good to specify which ones you didnt model : )
if you look at the screenshots he has written AK-Paint job on the image, so it is another way of saying he did the shader, which is true : ), aswell as 95% of the models that made it in-game.
The ACOG is 100% me, not sure what ACOG you are referring to, but the one we use in the game is from scratch on my side, as well as all weapon attachments. If Massive made an ACOG at one point, we did not use it, I wasn't even aware of its existence.
I was told to remodel and rebake the AK entirely (among other weapons like the SVD, Skorpion) because the weapon did not meet pixel ratio requirements vs other weapons.
Because we dont have access to Modo which was the initial program used to create the high res, we were sent an OBJ of the high res, although this was collapsed with no turbo or meshsmooth history, and import corruption with random polys being flipped. Thus I remodeled the high res
Basically the AK as you see it is mostly my work minus a few high poly pieces (I think just the upper and low receiver) we couldn't change/adapted because of collapsed HP/time.
The SVD was another case where the high res was collapsed and the in-game had very low pixel ratio and very low poly. In this case we decided to "fuck it" and make one from scratch.
I have before and after shots of all these but I'm not sure I'm allowed to share that kind of thing.
Other Massive weapons which I didn't include in my photos had plenty of patch up work:
PKM: Re-UV, Re-Bake, Re-Tex, Mats
Skorpion: Was going to rebake because of visible harsh normal gradients. Because of time constrains, added chamfers and re-smooth groups low poly, manually re-paint Normal map to match the new topology; re-tex, Mats
STGW90 (Sig): Delete old picatinny rail because of pixel ratio problems (rail is in your face when you are in cover, console version looked almost solid black, had no normals baked, just diff and spec), create high poly rail and bake, with new rail UVs adapted to old UV set, added back iron sight.
Normal map paintover because of normal map gradients from bake, Mats
Ultimax 100: Because of time constraints, I created a custom mask for this that relied heavily on tiling spec and diff to counter low pixel ratio.
RPG: Fine, just mat tweaks
Might be forgetting others, not sure. Anyway thats the gist.
The ACOG is 100% me, not sure what ACOG you are referring to, but the one we use in the game is from scratch on my side, as well as all weapon attachments. If Massive made an ACOG at one point, we did not use it, I wasn't even aware of its existence.
I was told to remodel and rebake the AK entirely (among other weapons like the SVD, Skorpion) because the weapon did not meet pixel ratio requirements vs other weapons.
Because we dont have access to Modo which was the initial program used to create the high res, we were sent an OBJ of the high res, although this was collapsed with no turbo or meshsmooth history, and import corruption with random polys being flipped. Thus I remodeled the high res
Basically the AK as you see it is mostly my work minus a few high poly pieces (I think just the upper and low receiver) we couldn't change/adapted because of collapsed HP/time.
The SVD was another case where the high res was collapsed and the in-game had very low pixel ratio and very low poly. In this case we decided to "fuck it" and make one from scratch.
I have before and after shots of all these but I'm not sure I'm allowed to share that kind of thing.
Other Massive weapons which I didn't include in my photos had plenty of patch up work:
PKM: Re-UV, Re-Bake, Re-Tex, Mats
Skorpion: Was going to rebake because of visible harsh normal gradients. Because of time constrains, added chamfers and re-smooth groups low poly, manually re-paint Normal map to match the new topology; re-tex, Mats
STGW90 (Sig): Delete old picatinny rail because of pixel ratio problems (rail is in your face when you are in cover, console version looked almost solid black, had no normals baked, just diff and spec), create high poly rail and bake, with new rail UVs adapted to old UV set, added back iron sight.
Normal map paintover because of normal map gradients from bake, Mats
Ultimax 100: Because of time constraints, I created a custom mask for this that relied heavily on tiling spec and diff to counter low pixel ratio.
RPG: Fine, just mat tweaks
Might be forgetting others, not sure. Anyway thats the gist.
Ah, okay, cool : ) Didnt mean to offend or anything, was just curious since I was once of the guys at massive that was building weapons (like ultimax 100 and RPG), and I recognised some of the guns that were already built back then (in the beginning of the project so it was a long time ago) before I left, for example an exact identical ACOG sight and the AK etc. The texturing/shaders works out great though, looks killer! Thanks for the breakdown
Ah, okay, cool : ) Didnt mean to offend or anything, was just curious since I was once of the guys at massive that was building weapons (like ultimax 100 and RPG), and I recognised some of the guns that were already built back then (in the beginning of the project so it was a long time ago) before I left, for example an exact identical ACOG sight and the AK etc. The texturing/shaders works out great though, looks killer! Thanks for the breakdown
No problem my pleasure! I'm still on vac but once I get back if I have time I'll try to add high poly screens and texture sheets to the dump.
I had to rush all these before xmas because security guy was leaving for vac :P
Phenomenal stuff. Absolutely inspirational. I remember during the opening when Denis puts the machete right up to the camera and it just looked so god damn good. More than once while playing I would stop and just turn in circles and stare at how awesome my weapon looked.
Replies
wait, dunia engine ? i thought FC3 was done in CryEngine 3.
Greate work BTW !
what did you use for baking? the normal mapping looks pretty flawless.
Thanks
Xnormal for baking
Some weapons very early on were baked without cage (just setting raycast in xnormal) and minimum smoothing splits, but thats terrible for LODs and shading in general
Converted to split UV/SG and a cage for better lods and better result.
Your use of detail is incredible.
Thanks for your workflow breakdown, learnt a couple of new things there :poly121: As for the Overlapping UVs, this means your normal map will shade incorrectly if you use it on a different area of the mesh, any tips for dealing with this? I am making a gun atm and have most of my UVs with a symmetry mod ontop
Can you explain your technique for scuffing the edges, anything special here? Did you make the grime maps yourself? Looking forward to trying the game I was given a copy for my birthday.
Great, great work!
But seriously, very impressive.
Excuse me - is it AK? I don`t see any AK on the screen, I see just crazy mixture of AKM and AK-74.
Shotgun with ACOG? Well... it`s... pretty impressive...
And etc.
It seems that author doesn`t know the word "reference".
P.S. And in case of somebody will start talking that it is not a sim - humans were modelled as they are, no 5-legs, or blue skin. I didn`t saw any rainbow fur on the animals so everything looks as it is in real. So why guns don`t?
Wiki is the rightful place for this
http://wiki.polycount.com/CategoryReferenceGameArt#Far_Cry_3_.282012.29
fantastic work!
I will be adding more stuff to it soon though
nice to see you took the time to show us all to goodies you've made on this game!
gratz man!
Awesome work by the way.
Thanks!
For the simple stuff like pistols and some shotguns, a week... although admittedly, sometimes pistols take longer than smgs/rifles as you have to create a pretty detailed and convincing "inside" so that you can animate the slide, and usually interior parts are a complicated mess.
Rifles, LMGs, or mounted guns and stuff like that can take two weeks.
Knives and stuff, especially the ones done in zbrush (Tanto, Chinese Knife, Shiv that i didnt show here) should take 2days to a week at maximum.
Stuff like the flamethrower, ironically since its ridiculously simple when you look at it compared to other things, took me almost 3 weeks because of again, lack of concept art so its a very lengthy and iterative process of coming up with a design while doing the high res.
(The weapon is based on the LPO50 but uses a canister ammo system instead of backpack)
Same thing for our knock-off M249 weapon which I didnt show here.
We weren't allowed to make a 1:1 m249 so I had to drastically change the design and functionality.
So if I had to correct my info, I'd say 2 weeks is probably a better average.
That's one thing I'm working on to better my workflow is to draw more 2D stuff and references at the start so I don't end up always going blind into a high poly max modeling session.
I build my low poly models first, then beef up the polycount for smoothness and extra detail where it's needed, but it sounds like you do your building at the high poly level first, then reduce it to the low poly version afterwards. Do you prune the high poly version down by hand, or did you guys hire a wizard to create a geometry reduction program that actually works right?
The texture work on these weapons are amazing, I couldn't figure out how you packed so much clean detail into a 512 - or even 1024 - map. I'm so glad to hear it's mostly repeating textures and clever geometry duplication. For a while there I thought I was seriously skill-deficient, or fell asleep on an important day in class or something. :P
Thanks
When I talk about the HR/HP High res/High Poly, I mean the basemesh/turbosmoothed version meant for bake.
LR/LP is LOD0. LOD1,2,3 are 75% down respectively
My workflow is to create a basemesh that is adapted for both uses, basically the only different between the HR and the LR should be the control edges, that I remove as I prepare the LR. Obviously some additional cleanup but yeah, it all originates from an HR that is cleaned/optimized for LR and uv/bake.
Example would be barrels or cylindrical objects within the basemesh that have the final number of sides for the in-game version from the start (12 or 16 or 20), with just control edges that get removed either by cleanup or deleting an edit poly stack or mesh copy, etc
I would really like to see some textures flats of one of them if it's not too much trouble.
I finished Far Cry 3 a couple of weeks ago, I can honestly say the game is epic!
It is visually stunning with beautiful modelling, well done and thanks for sharing.
These weapons are so much breathtaking! Good job! Direct in inspiration folder!
dammnnnnnnn........ :-/
if you look at the screenshots he has written AK-Paint job on the image, so it is another way of saying he did the shader, which is true : ), aswell as 95% of the models that made it in-game.
Can I please see some wires for this one? Pretty please?
Did you used max for rigging or Maya ?
If max , you used setup bones or used original Biped ?
Can tell more about Gun bone setup PLZZZZ
Thanks in advance .
Just trying cryengine now but i would love to get my hands on those shaders haha.
thanks for posting.
The ACOG is 100% me, not sure what ACOG you are referring to, but the one we use in the game is from scratch on my side, as well as all weapon attachments. If Massive made an ACOG at one point, we did not use it, I wasn't even aware of its existence.
I was told to remodel and rebake the AK entirely (among other weapons like the SVD, Skorpion) because the weapon did not meet pixel ratio requirements vs other weapons.
Because we dont have access to Modo which was the initial program used to create the high res, we were sent an OBJ of the high res, although this was collapsed with no turbo or meshsmooth history, and import corruption with random polys being flipped. Thus I remodeled the high res
Basically the AK as you see it is mostly my work minus a few high poly pieces (I think just the upper and low receiver) we couldn't change/adapted because of collapsed HP/time.
The SVD was another case where the high res was collapsed and the in-game had very low pixel ratio and very low poly. In this case we decided to "fuck it" and make one from scratch.
I have before and after shots of all these but I'm not sure I'm allowed to share that kind of thing.
Other Massive weapons which I didn't include in my photos had plenty of patch up work:
PKM: Re-UV, Re-Bake, Re-Tex, Mats
Skorpion: Was going to rebake because of visible harsh normal gradients. Because of time constrains, added chamfers and re-smooth groups low poly, manually re-paint Normal map to match the new topology; re-tex, Mats
STGW90 (Sig): Delete old picatinny rail because of pixel ratio problems (rail is in your face when you are in cover, console version looked almost solid black, had no normals baked, just diff and spec), create high poly rail and bake, with new rail UVs adapted to old UV set, added back iron sight.
Normal map paintover because of normal map gradients from bake, Mats
Ultimax 100: Because of time constraints, I created a custom mask for this that relied heavily on tiling spec and diff to counter low pixel ratio.
RPG: Fine, just mat tweaks
Might be forgetting others, not sure. Anyway thats the gist.
Ah, okay, cool : ) Didnt mean to offend or anything, was just curious since I was once of the guys at massive that was building weapons (like ultimax 100 and RPG), and I recognised some of the guns that were already built back then (in the beginning of the project so it was a long time ago) before I left, for example an exact identical ACOG sight and the AK etc. The texturing/shaders works out great though, looks killer! Thanks for the breakdown
No problem my pleasure! I'm still on vac but once I get back if I have time I'll try to add high poly screens and texture sheets to the dump.
I had to rush all these before xmas because security guy was leaving for vac :P