Wow! this is so inspirational, but also a rather big realization! I sometimes find myself thinking if I have taken a bit more than I can chew by trying to become an artist. I love doing it and will keep on trying, but your stuff is so amazing I just hope one day I will be able to do this!
Keep up the good work guys, seeing things like this makes me want to model and make everything! It was also interesting to see how much you incorporated Zbrush into your workflow for the highpoly parts.
This thread is so good! It's the best kind of art dump, where one can go in, look at some damn fine images, and when you leave it you realized you've learned tons of tricks just but looking at stuff!
Thanks for sharing all this amazing work!!
Hey man. Thank you for all of the breakdowns. It's really nice to see how pros break down and re-use parts of the texture sheets combined with some unique textures here and there.
I have a lot to pull from here for future projects
Such amazing art. Very appreciative of the break downs. Especially texture sizes. Working on mobile here and its a whole different world. 1x1024 map is a whole environment for me most of the time.
Any chance you could give a couple time estimates on some of the props/single environment assets?
riznof : those texture resolutions are the PC texture resolutions. Every texture of the game (except the diffuses maps) have been downsized by 4 for the Xbox360 and the PS3 versions (ie : a 512² on PC became a 256² on previous gen consoles)
Luxxa : nothing that much fancy. That was a shader with diffuse/spec/cubemap + an emissive for the night version.
Inside the distillery level we got a parallax shader so we have background plates panning regarding the main view but it was a special case in a special small level.
Replies
indeed !
https://p.gr-assets.com/540x540/fit/hostedimages/1395852411/9052688.gif
Here is a bunch of stuff I did for the Dishonored DLCs (The Knife of Dunwall + The Brigmore Witches)
Keep up the good work guys, seeing things like this makes me want to model and make everything! It was also interesting to see how much you incorporated Zbrush into your workflow for the highpoly parts.
Well done again!
Ross
Thanks for sharing all this amazing work!!
slowclap.gif
I have a lot to pull from here for future projects
H
Any chance you could give a couple time estimates on some of the props/single environment assets?
I need to play this now...
Talking about textures, how to was archived the glass texture (day and night) for windows?
Inside the distillery level we got a parallax shader so we have background plates panning regarding the main view but it was a special case in a special small level.