Hi, This is some of the highpolywork I did for Wolfenstein: The New Order. I was going to post it all at once, but it takes too long to render it all out, so I'll do it in a few batches. First up is most of the stuff excluding level assets that I did. Posting ingame stuff will be a separate batch aswell. All the designs…
Just beat Wolfenstein over break, made me hunt this thread down. Beautiful work all around. I died a few times looking at the mechs and vehicles... Inspiring.
Still no reply... I am crossing you off my imaginary friend's list this instant, Tor! Oh, here is a smiley with a wink face, so you know this is all really ironic: ;)
Amazing work Snefer... you guys should be very proud! Just got the artbook and there is some really awesome stuff in there. As soon as I finish Watch Dogs, I'm all over this game! I'm going to put it on Easy, just so I can be an environment tourist :D
Thanks everyone! : ) HP/kn0r: The baking pipeline is very straightforward actually. Idtech has its own normalmap-baking, which provides the best results of any that I have tried, even if it has its limitations. But it gives great results and requires little to no thought from the artist. (no smoothinggroups, just…
Intersting modules Frickenheimer! I'm wondering into how many parts some of these were broken into for the baking/lowpoly. For example that vault door - did that fit on 2-3 Uv maps or was it entirely on one? What size textures would that be? It seems like you'd use a pretty large texture to get this all on one map. And the…
I beg to differ. Many stuff in this game, I felt it could have not been achieved with UE4 within any realistic development timeframe. All seams are carefully covered by the awesome idtech5 stamps/decals. And the cheer number of textures would have never ran at 60fps on a medium PC or Xbox360/PS3 with this kind of quality…
Are those screenshots the highpoly models or textured versions? Some of them look textured but at the same time pretty amazingly detailed/highpoly. I have only briefly seen the game on friend's PS4 and can't imagine stuff is that clean-looking ingame. I suppose these are the highpoly models then? Would it be possible to…
Mathew O: Thanks! : ) The ingame meshes are made more or less like "normal" meshes with mirroring etc for dynamic objects, even if the virtual texturing has its own quirks to get optimal results : ) (slight different way of UVing and building) but there is nothing fancy going on. World objects are all giganormous unique…