View Full Version : Some Fallout 3 Stuff (Image Heavy)
Shade01 11-23-2008, 10:51 PM Thought I would post some stuff I did over the production of Fallout 3. I mainly did environment art and lighting.
In the wasteland, I made a lot of the buildings you'll come across, and some of the interiors also. I'm just showing a few here. The lighting examples are just a few of the areas I lit in the game, I lit somewhere around 40% of all interior spaces in the game.
http://www.icreateworlds.com/webjpg/largeshackweb.jpg
http://www.icreateworlds.com/webjpg/shackinteriorsweb.jpg
http://www.icreateworlds.com/webjpg/dinerweb.jpg
http://www.icreateworlds.com/webjpg/hospitalweb.jpg
http://www.icreateworlds.com/webjpg/firehouseweb.jpg
http://www.icreateworlds.com/webjpg/policebankweb.jpg
http://www.icreateworlds.com/webjpg/lightingweb.jpg
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PACOq2
11-23-2008, 11:40 PM
I've played the game for a few hours today and loved it so far.You've captured the mood of the old fallout games and did a great job on the environments.Congrats.
salman-fas
11-24-2008, 12:10 AM
Awesome work man:thumbsup:
gsokol
11-24-2008, 12:55 AM
Thats some amazing work. Nice job!
Kickflipkid687
11-24-2008, 01:07 AM
Nice, thanks for supplying the wires. So you did these in Max?
heavyness
11-24-2008, 05:53 AM
very nice work. must be fun creating beautiful pieces of destroyed buildings. can you share some specs for the game [poly count, texture size?].
while not the biggest RPG fan, Falloff 3 is in my queue and i can't wait to sit down and play it.
MatthewNovak
11-24-2008, 06:38 AM
You did a fantastic job!, Im playing the game and loving it.
LaughingBun
11-24-2008, 07:48 AM
great work, great game. I would kill to work at bethesda!
cowtrix
11-24-2008, 09:08 AM
Awesome work. I've been to those places! Really cool environmental work.
Onward
11-24-2008, 11:09 AM
Awesome stuff.
Cheers for providing the wires!
Any chance we can see some of those textures ;)?
glynnsmith
11-24-2008, 12:13 PM
Damn dude, you killed it! Fantastic work all-round.
I wasn't a huge fan of the env art in Oblivion - Amazing what you've done with the same engine. Those interior shots are lush!
CodeVeroby
11-24-2008, 12:50 PM
I'm really glad you decided to post these images ! Fallout 3 is THE best game of the year and I'm still playing it after 40 hours or so without doing a single main story mission :D
Matroskin
11-24-2008, 03:16 PM
gorgeous work man, very inspiring btw ;)
Got a question. I see u have lots of edge loops even on flat surfaces. Is that used for vertex color purposes like texture blending or some manual ambient occlusion done with vertex colors?
Also that black polygon band going around the outside perimeter of buildings is that for ambient occlusion effect with alpha textures as well?
Thanks again for posting your stuff.
misterboogie
11-24-2008, 05:24 PM
Great work man! Must buy game!!
Shade01
11-24-2008, 06:32 PM
Hey thanks guys, I'm glad everyone is enjoying it!
@heavyness- We don't really have strict poly limits for objects, keeping it reasonable of course. Most objects are either 1024 or 512 textures. The shack is one 1024.
@Matroskin- Your assumptions are correct, All of the extra loops and black polygon bands in the geometry are for vertex shading.
Temporal
11-24-2008, 08:19 PM
Its really cool seeing the construction shots of a game I've spent so much time playing through. Great job on all of them :D
JeeVz
11-24-2008, 09:03 PM
sweeeet!! Thanks for sharing that with us. Very Inspirational.
TheNeverman
11-24-2008, 09:14 PM
awesome work Rashad...
hey - do you play any TeamFortress2 by chance?
http://forums.cgsociety.org/showthread.php?f=2&t=541435
heavyness
11-24-2008, 11:17 PM
Hey thanks guys, I'm glad everyone is enjoying it!
@heavyness- We don't really have strict poly limits for objects, keeping it reasonable of course. Most objects are either 1024 or 512 textures. The shack is one 1024.
@Matroskin- Your assumptions are correct, All of the extra loops and black polygon bands in the geometry are for vertex shading.
can you post how many polys for each building your showing off? sorry, should of typed that better in my original post.
Stefan-Morrell
11-25-2008, 03:10 AM
really nice work on these,the game seems endless & truly massive in scale.
the lighting example renders look very cool,though that column in the statesman hotel shot(the red carpet one) could use some kind of connecting shadows or occlusion,just where it meets the floor & ceiling..the other columns look spot on!
I was wondering about small things like trash piles..do you run some kind of script to distribute them or is it all placed by hand?
thanks for sharing the pics & wires!
Cheers
Stefan
salmonmoose
11-25-2008, 04:10 AM
This game was amazing in so many ways. In the vault it was a little ho-hum, but once I took those first steps out into the wasteland, I was in awe of how amazing everything looked.
I've stopped playing the main quest, because I'm currently hunting around looking for all the locations, because I don't want to miss bits.
Microbex
11-25-2008, 04:55 AM
Oh! this post is worth replying to, and i all most never do that.
Outstanding work sir! And very clever done too. You certainly become one of my favorite game artist.
Never have i just walked around in game to observe modeling and texture as much as i did in Fo3. Truly masterclass, you deserve it.
demoncage
11-26-2008, 04:10 AM
These all look great man, nice work. It really does come off very gritty and wastelandish, congrats.
I do have to ask an infamous question though. Why did Bathesda opt to not use shadows?
dpizzle
11-29-2008, 11:26 PM
sick! nice work, it's good to see the viewport images ... shows how much lighting really does for environments.
very nice!
I really apreciate the modeling, texturing, environment work, that went into F3, but I'm let down by the animation work in this game. Just like in Morrowind and Oblivion it's stiff, jerky almost robotic animations, I'm thinking it has to be connected to engine limitation issues or something rather than talentless animators though, because I think the people working on it are very talented...
CodeVeroby
11-30-2008, 05:52 AM
@Matroskin- Your assumptions are correct, All of the extra loops and black polygon bands in the geometry are for vertex shading.
This is really great ! can someone please explain to me how the ambient oclussion works with the black polygons and the added edge loops on the flat surfaces ?
Matroskin
11-30-2008, 09:32 PM
This is really great ! can someone please explain to me how the ambient oclussion works with the black polygons and the added edge loops on the flat surfaces ?
I'll comment on that though it is a Shade01's thread but i guess that won't bother :P
Basically there is the way to paint vertexes with darker color that is multiplied with texture color and will show up in the engine (you can see the same result in max by selecting vertex color display on the object).
Usually darker color is added in corners, under some objects etc. where the "real" AO would appear. This is a cheap, flexible and fast way of adding AO to the mesh. But since it works only on by-vertex basis one needs to have sufficient polygons in order to paint with sufficient detail. That is why sometime additional edge loops or cut might be added in areas where one intends to paint vertex colors.
I had a post related to this question and some basic fake AO in general in carlg's thread:
http://forums.cgsociety.org/showthread.php?f=39&t=482288
Meekon
12-01-2008, 01:17 PM
Thanks for sharing them :)
Gamedev
12-01-2008, 09:21 PM
Hey Shade, quick question for you - some of the props and other objects in the sceenshots don't seem to cast any shadows. Were you primarily using vertex lighting or were you also using lightmaps / shadowmaps for things like the ground and terrain? As Stefan has mentioned, smaller objects (and even some large) weren't grounded because of the lack of shadows. Just curious if it was a concious decision or limitation of the engine.
Congrats on shipping F3. It's great to see some of art closeup!
Cheers,
-Tyler
kromano
12-02-2008, 04:17 AM
awesome work Rashad...
hey - do you play any TeamFortress2 by chance?
http://forums.cgsociety.org/showthread.php?f=2&t=541435
I was thinking the same thing, Neverman. After playing with Dermont for these last few months I wonder who else has dropped by from Bethesda/CG from here.
I've been too busy with school to pick up FO3 (budget, time, etc) but it's definately on my to-do list. Those shots look pretty awesome and the difference between the flat-shaded, just the base texture map compared to the in-game shadered up shots is phenominal. I'd probably have gone nuts with such simple, flat maps in the 3d app... sittin' there, feelin like something's missing.
Cudos on the great work and much praise. You had big shoes to fill with this game and it sounds like you've certainly managed to live up to the expectations.
Shade01
12-02-2008, 05:25 AM
Thanks guys. As to why the engine doesn't have cast shadows, someone else would probably have to give you a more technical answer. I just make art, and wouldn't presume to give a 100% qualified answer when I came on in mid production and was not privy to all the possible reasons why.
Dagarik
12-06-2008, 10:21 AM
Looks great man, I am really enjoying Fallout 3. Any chance you could let me in on your texturing process for the buildings? Do you just use texture flat/s for the whole building or is some of it tileables aswell?
bearfoot
02-06-2009, 08:14 AM
hey shade
great work.. cool textures but the 1 thing missing is shadow.. i dont see any shadows cast.
sorry but maybe its my lack of game knowledge but is this deliberate ?
top stuff
n
Wozner
02-06-2009, 10:26 PM
Your models created very professionaly. I`m freelance game developer, and I can say that your models are not abuse for engine becuase you used all the vertex with wisdom. I face with many models which was created veery bad and there I can meet some 30-40 faces which are completely not rendered by engine. I wish to work at Bethesda (
Digiegg
04-02-2009, 09:23 PM
So YOU'RE the guy that made those buildings. I was playing the game and was like... Wow... these environments are just pure awesome!!
Great stuff man!
TheNeverman
04-02-2009, 10:28 PM
See post #31 (top of the page)
hey shade
great work.. cool textures but the 1 thing missing is shadow.. i dont see any shadows cast.
sorry but maybe its my lack of game knowledge but is this deliberate ?
top stuff
n
TheNeverman
04-02-2009, 10:29 PM
Also - check out this recent interview - good read:
http://features.cgsociety.org/story_custom.php?story_id=4960
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