View Full Version : 3d orange stuff - HyPers ugly head re surfaced, im doomed.
HyPer 10-09-2003, 02:56 AM Well well.
I died, but its ok, im still here..
http://www.planetquake.com/shattered/shine/images03/3dShepherdL.jpg
http://www.planetquake.com/shattered/shine/images03/2dShepL.jpg
ok, now you died, wtf, the magic is gone.
forget to check out www.coronaleonis.com because It keep the panjemmik hemmafuuts togeather (the real question is, is a panjemmik hemmafuuts scottish? british? or cement?)
I think u need to go now!
PS: forgive my english, Im Canadian, whats your excuse?
*********************************EDIT**********************
all these hits made my ISP almost crash, i had the important images re-hosted somewhere else by Jon Jones :) thanks jon.
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HyPer
10-09-2003, 02:57 AM
Also, you forgot to find out that this stuff is for Eon, my companys publisher demo.
now you may post!
lordmachuca
10-09-2003, 03:08 AM
can you post your wire frame?
whats the poly count on this?
well done, great textures.
Solve
10-09-2003, 03:27 AM
:O
that texture is amazing!
if you don't mind revealing, how did you do that?
JDinges
10-09-2003, 04:28 AM
baked the spec and bump map with the texture applied?
Looks good.
EricChadwick
10-09-2003, 04:57 AM
Wow, HyPer, looks great.
Nice to see the Mole since the old UV tut you did awhile ago on polycount.
How much of the work in the portfolio section is yours vs. Brad or whomever else? I kind of recognize a few from your old site. The eyeball nav bar thingy for one.
I'm curious why you left the poly edge lines in the texture, seems like that might cause some mip artifacts.
Looks like this one must've taken ages to complete. Isn't it crazy how game texture res keeps multiplying? AAA budgets are skyrocketing. Render passes are increasing. I'm not complaining, keeps artists in business. I just have to wonder in amazement about where it's going to be in just a couple more years. It's a great time to be in the biz, man.
Congratulations, looks nice.
dur23
10-09-2003, 08:59 AM
Mother of God barry....;)
That is some of the sickest pixel work i've seen in ages...sick suck sack....
Now make a slobber particle and you set...
makina323
10-09-2003, 09:41 AM
That is the most insanely detailed texture i have ever seen, Well that isnt for a game model . It is for a game model, right?
Prs-Phil
10-09-2003, 05:34 PM
WTF
I think I should go outside and dig my grave.
Nah, really that is a BEASTLY texture, its just MENTAL.
You´ve given me back some enthusiasme to do more gameart.
Razorwolf
10-09-2003, 06:54 PM
I'm not the guy who goes for fanboy comments but this time I have to ignore my standards..
****ING SWEET!
:o where are those neat tatto's or skin patternes you see on the concept
very very very nicely done :)
Matthewma
10-09-2003, 11:06 PM
Cool stuff, did Aaron St. Goddard do the concept art? (http://www.wildpixels.com/brasshorse/) looks like his stuff
Holy SMOKES.
Give the orange parts of his skin some color variation, and I'll give this 5 stars.
dudeguy
10-10-2003, 01:39 AM
WOW.
Front page material for sure. That's amazing! Excellent work!
Spacemonkey :P
10-10-2003, 09:47 AM
too much orange. But very beautiful work ;)
oXYnary
10-10-2003, 09:51 AM
ugh! I mean great, but how did you get the bump to render so well when you baked? I have been playing for a week with getting my bump to show up on my baking, but its doesnt seem to come through that well.
Or is that actually a displacement or normal map you used to bake the texture with?
HyPer
10-10-2003, 10:27 AM
Heres two other models for the same project.
**********IMAGE REMOVED********** - ISP couldent handle it
**********IMAGE REMOVED********** - ISP couldent handle it
scale refference / wire frames
**********IMAGE REMOVED********** - ISP couldent handle it
**********IMAGE REMOVED********** - ISP couldent handle it
welllllllllll... to answer quite a few questions in one.. i didnt bake a bumpmap or anything like that, this is all 100% hand painted texture goodness.. mostly painted on one layer for every spacific area.. like the flesh, all one layer, or the claws, all one layer, the teeth, one layer etc.
so that explains that.. i didnt bake a bumpmap or anything.. I just whiped out a paintbrush and dodge burn and then like 30 years later i had that.
the polycount with weapons and accessories is around 9000 i think, cant remember. hes fully animated too i might add.
I did the rigging/weighting all myself and anims aswell
The rifleman was rigged/weighted by the lovely Jason siep, who is the coolest guy alive.. and he animated it aswell.. again, coolest guy alive!
the light beast was assisted in rigging/weighting by Billy kurilko.
ummm and yes, Aaron St.Goddard is our concept artist for the beasties and he also mostly designed the rifleman.
thanks for taking the time to comment guys, i spent so long on this stuff and its realy rewarding to see the reactions.
As for uhh the overall orangeness and lack of color variation.. iv got my reasons, but it may take alot of explaining... quickest responce is that the texture as is makes vertex lighting look alright, too much color variation and it gets realy muddy looking when vertex lit (a major flaw in modern game art imo)..
Posm: Most of the art on the website is mine but alot of it belongs to two employees (or soon to be employees rather) Billy and Erik, great guys. some of the stuff here and there belongs to other artists, such as the fiend texture and mole texture that belongs to per128, but those are in the 3d section, not the 2d section ;).. and i think the ork mask and face were created by stephan biskip, i did the textures tho, again there in the 2d section so the textures are all we are taking credit for.
Well, i forget the spacifics for texture bleeding with mipmaps, something like 8 pixels if its 1024 etc, but the lines were in there so i could stop hiding/unhiding the wire frame to make sure im within the mesh or not when texturing, just a simple guideline i drew in.. i havent noticed any bad bleeding with those there tho, it probably just gets removed as the texture mips kick in because there so thin, yknow, just sorta pop out of existance, too thin to translate into lower rez versions. i guess, maybe not tho, i havent realy checked into it to hard.
thanks again everyone.
SouL... Ur teh dum.. liek wtf do you, get? U need a punch.
beeen angery wont get better results, medication will tho, think smart, be smart.. get a bum you lousy job.
KazuyaMochu
10-10-2003, 11:18 AM
well... i'll coment when I wake up. 'Cause I KNOW, this is not real.
it cant be
'cause if it is, i'll pre-order a grave next to prs-phil! lol
GREAT GREAT stuff!
kazuya
keenerbean
10-10-2003, 06:53 PM
Kay wait... LUND!? Your company is in Lund!? Tiny fishing village Lund? I just can't put what I'm looking at together with my childhood memories of growing up in Lund. The very idea that anyone is creating anything remotely game-related out of Lund boggles my mind. Stunned. Lund.
Um, anyway this is undoubtedly the single best piece of texture work I have ever seen. Obviously a lot of love went into it. I hate to just gush like this without a peep of constructive criticism but your clearly finished anyway. I truly hope your endevours are meeting with the success they deserve.
Thanks for the bizarre twist in my day,
Dylan
JBoskma
10-11-2003, 12:49 AM
Looking great Hyper! what about dropping a line at your old buddies and fans at polycount? :)
ninja noodle
10-11-2003, 01:34 AM
WOW!!!! that's CRAZY texturing!!! you're such in inspiration!
goodlag
10-11-2003, 02:09 AM
Wonderfull! Great Job!
hellbender
10-11-2003, 08:03 AM
my god.......you are absolutely the best texture artist i've ever seen, actually i can't figure out how did you do that. Simply amazing.
Respect.
oXYnary
10-11-2003, 01:22 PM
Hyper, I really admire your dedication to your texturing, but for your own sanity.. you could get the same effect in less time by using a high res version of the model to create a normal map, and then bake the normal map with neutral lighting on.
Which I shoulda done versus trying to do my project with bumpmaps come to think of it.. next project.
Beastie
10-11-2003, 05:32 PM
Come on, give us some eye candy renders! I wanna see that thing in some lighting, no screenie. Id like to wallpaper that with the proper render! =) Nice model,texturing. F*cking awesome!
satans8937
10-11-2003, 08:19 PM
Can't say anything else but this - well done! Its quite simply amazing work, the best texture i've ever seen. You deserve all the praise and worship you get.
Hehe no praise or worship from me, you will just have to put up with 5 stars instead, and it should really go on the front page
tpe
HyPer
10-11-2003, 10:28 PM
thanks guys :D
Keenerbean: whoa, you grew up in lund? thats pretty amazing. Were not actualy _in_ lund, just on the main road to lund, by that gas station and the red lion pub, dunno if that helps you picture where we are.. were actualy moving soon, at the end of the month, were setting up a studio in a huge house in another area of powell river, in cranberry. small world eh?
and thankyou, all of you sayin that this is some of if not the best texture work youv seen (iv gotten that alot off the forums too, heh) i spent alot of time developing the style for this dude, im glad it was worth it :D.
JBoskma: thankee.. well.. polycount... what can i say..
i wouldent post there even if i could ;).. I left that comunity, ill just leave it at that.
hellbender: paintbrush, 1 pixel dodge/burn and time :)
oXYnary: hehe, yea, that thought crossed my mind, but realy, i can whip out one of those big muscles on a texture in a minute or two, and it would take me 20x as long to model that muscle properly, and i can controll a painting more than i can a 3d model, and those iddy biddy details like the wrinkles on his legs or fingers etc are imposable to model and i much prefer painting them in rather than painting a bump map and then setting up the render setup and then baking it and then compiling all the images togeather etc.. i have way more controll with photoshop than i do with max, time wise i bet it would have actualy taken me longer to setup bumpmaps and a high poly model and then generate static lighting from them, and i bet you that the results wouldent be as good because 3d isnt as artisticly controllable as 2d is. i much prefer controll.. once i got rolling on the texture it went along pretty fast, but overall thats alot of alot of texture so no matter how fast i was going it took a long time ;)
heh, call me nuts but i prefer doing it that way :D
Big D, eye candy renders? heh, well, wait a few days, we should have an early release of our project soon, keep your eyes open for that.
satans8937: :D :D thanks
Tpe: thats a 5 star comment, glad you think its that good man :)
Elbow: wheres your post?
Nosetoe: thanks for the comment but why is it invisable??
Joe tickle: thats the nicest thing anybody has ever sed about me, UR TOO KIND :(
Appendix: thats so mean :)
GrooveMattSherlock: you stupitt dummass! i told u u were rong!
ViewtyfullFanboy: no.
SplitNoggin: Yes
CatScratchingPoster: U N00B, HOW DARE YEW! OMG YOUR UGLY
R-SiN
10-12-2003, 05:39 AM
Insane job of the texturing! @_@
twindragon
10-12-2003, 07:42 AM
excellent...superb! He sorta looks like the americanized godzilla crossed between an eva.
dur23
10-12-2003, 09:55 AM
What the heck is this all about??? Splain yourslef?
But really tho, i tried to think of why you might do this, but really couldn't come to any reasonable conclusion...:o
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Cyborgguineapig
10-12-2003, 11:36 AM
sigh sorry to sound like a fan boy but man, this texture work is definetely the quality that makes me cry about myself. One day, maybe one day I can be as good.
HyPer
10-12-2003, 09:47 PM
Ahahaem :)
well, somebody directed me to polycount :) iv just gotta address a few people there.. to those criticizing me, why not do it here where i can respond? :) and to those criticizing my work, same question.
Criticizm is good, i appreciate it and i always take it to heart if it makes sense, but expect me to respond if your wrong or if i disagree with aspects of your criticizm, ESPECIALy when its presented with such attitude. and if it isnt criticism at all and just attacks I will respond and correct ones statments.
First of all whargoul, godees joking, just so you know :)
you should trust that my experence and tallent would have given me insight into similar aspects of game art, i know what your talking about and its already been fully accounted for.
Ok, so youv split it up into two catagorys, Micro and Macro shading, judging by the way your talking it means a vertex light bake or lightmap bake for macro and micro means everything else?
I have designed the mesh in a way which the vertex lighting works as clearly and descriptively as normal maps can be for forms, i left smaller forms to the texture and they are clearly defined on a large scale.. I would personaly break it up into 3 catagorys, the 3d Forms (vertex lighting),2d Form (large forms like muscles) and then the fine lines and details, the 2D forms are more than enough from a distance to let one say "oh, thats his supinator longus" or "oh thats his deltoids". Beyond that i even have the Orange VS grey contrast to keep his forms and shape defined from a distance. And i dont know kind of projects your working on at EA whargoul but when something has wrinkles like that your not ment to see them from a distance, so if you cant see them from a distance, then id say thats a Gooood thing. on the other hand, once its using lower resolution mipmaps it still mantains the 2d forms and most of the impression of the fine lines and details, seeing as how iv actualy tested this at 1024 and 512 resolutions im not just assuming this. (**********IMAGE REMOVED********** - ISP couldent handle it)
"people always forget about this kind of stuff"?
I certianly didnt forget about it, and i for one dont think you even understand the concept fully... seeing as how you didnt even define it or offer any solutions other than assuming itd have issues with the ingame lighting.
I didnt go with anything like a vertex or lightmap bake because the mesh is detailed enough and designed in a way that ingame vertex lighting would do everything a bake would have done plus it is dynamic.
heres some images to show some of the results of the care i put into ensuring good vertex lighting, The result is hard edges and clearly defined forms from the good ole ingame/ineditor lighting.
**********IMAGE REMOVED********** - ISP couldent handle it
**********IMAGE REMOVED********** - ISP couldent handle it
**********IMAGE REMOVED********** - ISP couldent handle it
and heres an example of how he looks from a distance with vertex lighting.
**********IMAGE REMOVED********** - ISP couldent handle it
If your going to use the squint example, atleast give it a chance yknow? squint at the shepherd untill you cant tell what it is and then look at anything else and tell me you know what it is, im trying for a bit more of a high poly approach to this, no shading beyond muscle forms on the texture and lots of mesh definition, along the lines of the t-rex in jurrasic park, squint at a full bright picture of the t-rex and according to your standards itd be a brown blob.
also according to your standards the t-rex would have too much "micro shading" and no "macro shading" which frankly doesnt apply.
"So he basically went and made a bunch of noisy detail that looks cool in renders, but not in game (where it matters). Plus there's no colour variation. But his ego is still there, and he wouldn't listen to you if you told him. If he was working for me, I'd make him repaint the texture. Best texture ever? HAHAHHAHA! Oh man his head is so big, I wonder how he gets in his house."
untill this post you hadnt seen it ingame where it matters, this was designed to look its best ingame, hundreds of hours of work went into ensuring that, so please, dont say outright that my hundreds of hours of invested time and theorys were fruitless when you havent even SEEN this guy ingame, then you start attacking me personaly based on a few people (several of them more tallented than you and I) thinking its a good texture.
Good to see youv got your head on straight.. i doubt anybody here would be interested in having some knowitall at EA force me to re-do this texture because of incorrect assumptions. There are obviously certian modern flaws i avoided with this model/texture that your unable to see if thats how you feel about this.
and if your wondering why im writing so much in responce to one persons post on another forums, he claimed that everything this model/texture was about was a failure, i could have ignored it but id rather prove him wrong :)
while im at it..
Chunkey, hah, you contradicted yourself in your first sentance, hah.
Joi: yea, Billy is an employee and he made those models, so long as the meshes are his then they can be shown, given his permission.
Idiot Bird: your post doesnt make much sense, and thanks for calling it slopy orange airbrushing, got any critique by any chance? or is that thread on polycount just a hyperbashing thread? :) i also haveto wonder how technicaly qualified you are to imply fact with your opinion.
(this url is for the cgtalkers who can check out the polycount thread http://dynamic.gamespy.com/~polycount/ubb/Forum1/HTML/009746.html?00008 just so you guys dont think im talking to myself again)
ok, now to respond to stuff in the cgtalk forums, heh
Dur: heheh :) thats so he can puff his neck up with chemicals to breath fire or whatever else we make him do, THAR, SPLAIN'd, U FEEL HOW IT FEEELS TO FEEL?
cyborgguineapig: thanks man, yea, practice practice, iv been doing 2d for about 3 or so years now, so keep at it (Tablet size doesnt matter, i did half the shepherd texture on a 5x4 graphire 1 and the other half on a 9x12 intous 2, bigger is easier but its not like the tablet makes you better, you gotta be good to do good art, so practice practice, get a cheap tablet if you dont already have one)
my advice has always been to make every model or texture a learning experence, see one aspect of something and work at it, then you master that small aspect and put it to use on every model or texture you do, then focus on another aspect the next time and build up your own personal style/abilitys as you go through focus and learning.
and thanks again guys. And if you have any critiques, please offer them up, if its a good point or has merrit it will be taken into consideration in future art.
HyPer
10-12-2003, 09:48 PM
Also...
Heres an eyecandy shot for you guys :))
http://www.planetquake.com/shattered/shine/images03/ShepherdWallpaperEyecandy.jpg (use it as a desktop background like i am :D
Digital Magi
10-12-2003, 10:54 PM
sweet looking model. very nice texture.
I dont thinkthis is all just dodge and burn tho. It has a very procedural, bevel emboss look in a lot of areas. Thats the only big thing that I could find iffy with it. Its filtery look. This shading is good in itself though. when working with normal mapping it should look lots better. The areas of the cheek, tongue and veins in the bicep specially are filtery looking. and that white patch in the ankle area. I'd go over with the tablet and the smudge tool and break up the filter's straight lines and harsh intersections into something more organic.
The skin looks nice. Perhaps a dirt pass would amplify the realism of it. The horns and claws would be lots nicer if they had some flaking off, some cracks, you know, the works.
I like the red lighting on the face horns and the attention to anatomy.
SkullboX
10-12-2003, 11:25 PM
The mesh looks great, very well done. I would however model prominent muscles, like the ones defined by texture only on the inside of the leg, the stomach or the shoulders. The model itself it very flat there, while given the polycount there are easily enough poly's to add that detail, and still keep the smooth appearance overall.
This would also help backing up your theory about the use of vertex lightning rather than texture shading. Judging from the shots you just posted, area's like the insides of the legs, his stomach and his shoulders for example do look rather flat. It looks better in the ingame shot, but it's still notably present. I'd either add geometry, or shading.
It might help you to change your attitude towards fellow artists though. Putting arrogant statements all over your work doesn't exactly trigger other artists to help you improve, nor take you seriously as an artist. I've learned quite a bit from you when I started out, you're a very talented modeler, but not the best around, so bear with us. Good luck with Eon!
Chunkey
10-13-2003, 12:14 AM
*ahem* I did not contradict myself although I could have made myself clearer in what I meant in my post on polycount.
The texture of the flesh is very really nicely painted and uses the resolution of the texture rather well.
The model looks spot on- I can't fault it apart from the area which Dur picked up on and I hope I can create models that are as clean as this.
However, there is no real focus on the character via the texture- when I look at it, my eyes dart across the character but doesn't fix on anything. I call this the Man Utd syndrome* and I think that you could play with more colours, even if it's subtle or just using variety in the saturation of the orange areas would help with this.
At the end of the day, too much detail can detract from the original concept/form/image.
*Manchester Utd fc once had an all grey away kit and got beaten by Southampton 7-2(? I think it was that or 6-3) iirc, who are not the world's best team due to not being able to see each other because of the aforementioned kit colour for they couldn't pick each other out properly.
Anyhows, I hope that's cleared a few things up
toodles!
doc rob
10-13-2003, 01:02 AM
Hyper, nice to see your work again. You've obviously displayed some technical expertise in painting the details of this texture. It's something to be very proud of, it will serve you very well as a portfolio piece, and I was very impressed when I saw the texture flat.
But, then I thought; "why?" I'm hoping you can speak more to the reasons behind your decisions texture this character at this resolution.
To explain: As a player you would have to get very close to this character (probably so that it was filling the screen as in your screenshot), for the full resolution of that texture of it to come into effect. Maybe it's a boss monster that's fifty feet tall and you have to whack at it's shin with your sword (I'm not being facetious, I've made a couple of game characters like this). Please tell me if this is the case. That situation, however, is very rare. You're probably never going to get that close, which makes your hundreds of hours of work somewhat misspent aside from the self-promotional benefit. In terms of art production efficiency, you might have been better off painting 4 variations at this resolution:
http://www.coronaleonis.com/images/2dShep512.jpg
so that the hordes of creatures that the player might encounter in the game don't all look identical (a vice that becomes all the more obvious when they're rendered at such attractive detail). Then, you could take your leftover 80 hours of free time to do all kinds other things to benefit the game.
System resources are also a consideration. Would you rather take up a huge chunk of memory for this texture, or fill it with effects, other monsters, more animations, or anything else that might benefit the game. Think about it; one 2048x2048 or 16 512x512s? I guess it depends on what your engine and target system can handle. But, if it can handle a texture that large, it can probably also handle normal, specular, and detail maps which would probably be a greater benefit to the character than the insane resolution.
Again, if this is a pure portfolio piece, then most of my comments are meaningless. I'm just trying to give some advice that might help when the asset actually has to go in-game.
Please don't take my comments as an attack. I'm often too lazy to write a large critique of an individual's artwork, but I can see you put a lot of work into this and I think that deserves some directed criticism.
Also, I'm just guessing about this, but some people may have posted at Polycount and not here specifically because they *didn't* want to reply to you. They might have wanted to have a discussion on their own about your work entirely without your involvement. Polycount may be a public community, but it is also one which you have said you do not wish to interact with.
I obviously don't feel that way about commenting on your artwork, but I thought the idea might be of help to you.
Good work! Post more!
HyPer
10-13-2003, 02:28 AM
Digital Magi, Cool, thanks man, glad you dig it.. Ill take that as a complament, that my hand painted work could come across with the accuracy of a computer, yknow?.. bit seriously, it is all hand painted, heh :D infact the tongue is the first thing i painted with my new tablet, i dunno what kind of filter could produce such details tho...
Skullbox: Good point, im actualy already in the process of making a higher poly version of him, modeling every fold and major form seen on the texture.. i mean, itd have been kinda hard for me to have modeled those abs etc if i didnt even know they would be there, the workflow in which resulted in the shepherd model and texture just didnt allow for that kind of stuff to happen, i didnt wanna go much higher poly than i already was (9000 sounds higher than it looks and in a sense technicaly is, i can explain later).. the skin came 2nd, i had no idea about those details when i was doing the model, and seeing as how hes modeled/uvws/rigged/animated/imported etc its a little too late and a little too much work for what would be a hell of a visual impact but probably too taxing on the computer.. give it 2 years and ill use a higher detail shep ingame ;), for now were pushing things about as hard as they can be pushed.
the reason i say 9000 sounds higher than it should is that iv come to a greater understanding of how the hardware handles meshes and knowing that adding 20 polys to guide the vertex lighting is no different than cutting 20 polys from the mesh and using smoothing groups to define a hard edge on a mesh.
Infact Polys dont even matter, its the vertex and some simple data (uvws etc) that gets uploaded to your videocard, so if you use smoothing groups, the exporter or 3d studio max splits your mesh along those lines creating an actual gap in the mesh and doubling the vertices along that edge. so the polycount may be 9000 but the vert count is no different than a 5000 poly model with a bit of smoothing groups, infact if i were to optimise the shepherd to around 5000 polys he would probably look exactly the same, he would just vertex light like utter crap or if i were to use smoothing groups to aid the vertex lighting it at 5000 polys it would be basicly the same vert count as a 9000 poly model. so just remember, never judge a model by its polycount, its the vert count that truely matters.
so yea, i didnt realy want to make the shep imposably high detail, altho he is high detail within reason. and as for adding details like that, yea, i would have if i could have, and its kinda not realy worth the time/effort at the moment, altho as i said, a high detail one is being made for something else.
good point skullbox, its already been taken into consideration.
me and per128 actualy useto work like that, id model, he would texture, i would model more detail according to the texture and then he would re-texture according to my mesh work, but thats just uncool timewise.
heh, well, about the comments on my texture... please dont try and take one statement seriously while dismissing the others.. because if your going to take the comments seriously, sure, i have a huge ego, but why hasnt anybody thanked me for dedecating it to your toe and elbow? you would think i would atleast get a thankyou, damn ungratefull toes and elbows!
lighten up :) im just goofing around.
Chris: uhh, that area dur pointed out was commented on in my previous post.. notice that he can puff his neck up? thus the polys there were needed for his neck sacks.
hes a giant dinosaur with muscles, claws and teeth, what more needs to be done? leather straps and tattos and cuts and and and? thats not realy the point of this creature, the issues your bringing up seem to be more directed to the concept artist seeing as how your talking about not realy being drawn to one thing in spacific.
For me its the head/neck area or his big claws on his upper arms.
if youv got issues with that, bring it up with Aaron, maybe you can teach him somethin'.
As for color variation, i didnt with this guy yet because i have my technical reasons but also because i like this striking orange beast as is for the first impression of him. There definately are plans for variation textures on this guy, the colors of fallen maple leaves this time of year has been a great inspiration. These guys will probably follow similar color patterns and colors at all times as the seasons change, for now hes orange just how i like him :) by the sounds of it, everyones going to like the color variations more.. those are a ways off tho.
i doubt anybodys going to have a hard time telling which is which when you stand a light beast next to a shepherd ;)
Hey doc rob:
heh, good question :)
The intent of the creature is a 20 or so foot tall creature (around twice the size of a man, as seen in scale1 and 2 .jpg a page or two back) and in the case of our project, eon for now in this upcomming release you play as the shepherd, all you get to see of him ingame is his feet and hands, so yea, i can see your point of invested time vs payoff etc and it seems to be a particularly strong point given the state of our project at the moment, but knowing that not everybody will be playing as the shepherd later on in that you will be fighting it or fighting next to it... the best defense i can come up with for its size is that 1024 just wasnt high rez enough, im going for a pixel resolution consistancy, and seeing as how the shepherd is 4x bigger atleast than a rifleman or a light beast which both have 1024 textures a 2048 texture seems perfect.
seeing as how then was probably the only time we even had the luxury of taking that much time and care with a main and important character in our game i went for it and went all the way on it.
Im trying for a certian technical and artistic standard which is rare in games i find.. weather the time spent on it or not was worth it in that sense, i dunno, maybe it wasnt, but i sure learned alot and nailed my goals better than i intended to, so i dunno, it may have just been too much effort for not enough payoff. im happy with it tho iether way :)
the tech were using is ut2003 and through compression we have managed to get this texture pretty tiny in comparison to its raw 16 meg 32 bit TGA format,
if i could have done normals you can bet i woulda usedem its a perfect way of describing forms.
Its dual purpos in that sense, it does make a great company portfolio pice and it makes for a stunning pice of game art.
nah, dont worry about it doc, your post was both pleasing and painfull in a good kinda way.
SkullboX
10-13-2003, 03:06 AM
I'll have to keep that vertex data stuff in mind then, working on a +/- 6000 poly model at the moment and that'll be the highest game model I've worked on to date. I'm not too fond on using smooth groups myself though since the results usually look pretty ass, unless it's mechanical of course. Looking forward to seeing that higher definition shep along with future models for Eon, good luck and good to see you're pimping your stuff again.
...And whether or not you're fooling it around, you're doing it too often :P
jum'bok
10-13-2003, 04:31 AM
i admire the tenacity required to take such a detailed project like this from start to finish. the upper legs really came out well, the detail and anatomy are working together very well there.
there are a couple places (underneath the tongue in particular) where the detail is almost distracting, and actually starts to make the surface look less organic, if you follow me. maybe some softening of the lines would help a bit there.
this will be a nice showpiece, i'm sure it will get you guys started off on the right foot when looking for publishers and whatnot. best of luck.
Solve
10-13-2003, 04:44 AM
uh, i support his defensive stance.
Sometimes these crits aren't crits, just bitching from people that don't really know what they're talking about.
It's rare to see an artist defending his model against baseless crits.
Beastie
10-13-2003, 05:54 AM
Originally posted by HyPer
Also...
Heres an eyecandy shot for you guys :))
YOINK! Thanks! =D Its on me deskstop as we speak.
<_<
>_>
bodyrott
10-13-2003, 08:29 AM
Hyper with all the people giving you a hard time on polycount I dont know why you would even respond to them. If this was anyone else posting it they'd have came in their pants and posted some praise. They do for just about anything else that doesnt have a million obvious problems. Have some confidence in yourself and be the bigger man.
I still think it's a great model and texture and I wish you and your brother and anyone else involved the best.
Better to keep your mouth closed and be thought a fool than to open it and remove all doubt.
Tilstrom
10-13-2003, 03:41 PM
This is sensational work. :D
moppius
10-13-2003, 04:11 PM
I agree with what Matt said, about the orange part of the flesh not having enough hue variation. It's all one "colour" ... know what i mean?
yah, really nice detailing - very impressed with that. the insanely high resolution seems kinda pointless though. each to his own i guess ;)
bodyrott - is this better for ya? ¬_¬
MoP
I have a hard time trying to decipher what is being said in some of these posts, but i did want to say that it's awesome model.
Be proud. Now, when you said this was your game model, does that mean the texture size and poly count are staying as is? Just seems really high.
Did you use any photos (hands/fingers) are reference when you painted the textures?
Edit: Why is this still in the WIP thread? I don't see any further work that can be done on it, it's finished right? Fire it up in the gallery, and watch the stars pile up.
poisonspider
10-14-2003, 12:54 AM
dude thats ausome can you message me on aim(poisonspider35) or msn(spencer@travel-net.com)?
Digital Magi
10-14-2003, 01:02 AM
cool then.
Can you tell us then how you keep the lines so crisp using dodge and burn? I could see some lasso selection then burning using the line. Or working on a huge scale with a tiny brush and then shrinking after smudging... hmmm...
The bevel and emboss filter look i mentioned before i saw from your hard, crisp lines (difficult to achieve in some cases for me), uniform decreasing and incresing values along the whole texture. Also the stratight lines and not organic-y curves in the shading. If you can achieve that by hand cool.. i guess.. not my style.
I'd certainly like to know how you get the sharp focus on those intersecting values tho. looks handy for costume stuff. love the deep sharp wrinkles and the horn stuff.
BTW, nice job, its seamless as far as I could tell. good usage of deep paint 3d? or any tricks on the subject on your part?
Marine
10-14-2003, 03:55 AM
wasn't this guy done just because you could?
front of the torso is so shmoov, nice
some of the orange looks more like rock, probably the sharp highlights
the red on the underside of the horns.. shouldn't it be more orange?
the bone rocks, especially the big one on the hand
the face looks like a caricature of the rest of him? perhaps you did this first, and didn't go back as often as you might have liked?
hard brushes? gah, i can't use them for the life in me
i tried to touch it but my monitor got all dirty, damn canadians and their tempting textures
gah, his pectorals are deforming badly!
does he have a spec map? looks like he does in the box room
he's walking on the roof!
his leg muscles look messed up in the squinty pic
aww, he's taking a nap
i preferred the black feathers
wonder if he chokes on his tongue
modeling-man
10-14-2003, 05:28 AM
Hey Hyper
Excellent work.
I'm not sure if this was posted over on polycount, I read through the posts here and noticed nobody had really mentioned it.
I see that you have used a rather large map, which is cool. Most of the art tests I've been given are in 1024x1024 so I don't think its a problem to work in a larger than normal size.
Anyways, the face is fully mapped which is not a problem seeing as how big the map is. However, I really didn't notice that much difference in detail. Typically, one would map the other side of the face if like an eye had a scar over it or, a tattoo or something. Just curious if you plan to add stuff to the other side as you mentioned with variations maps. Currently its pretty symetrical, and I think perhaps you could add a little more variation since its mapped. Other than that good work.
B
Vash T Stampede
10-14-2003, 11:28 AM
Yowza!
the Texturework is awesome man, and that eye rules..
CGmonkey
10-14-2003, 09:38 PM
Just a pointer -- If you wanna get on the frontpage you need to post it in the "Finished Gallery Forum". This is only a WIP forum.
HyPer
10-15-2003, 06:49 AM
awesome skullbox, keep me updated forsure on what i assume is mag2? :) i gotta see that
how could i be doing it too much if i havent even been seen on any forums for like a year or more, heh. Well, too much goofing off or not, im not dropping it. i dont believe in "no goofing off" its against your religion.
Jum'bok: :D backoff you dirty mofo, that tongues my favorite part :) thanks tho, but no way im touchin the tongue :)
Solve: thanks for the backup :)
Bodyrott: :D
Thanks man, yea, good advice man, thanks for posting.
btw, and0rs been appearing in #kitsch recently, you could start idling again, ircs been more active these days :) just figured you might wanna know. thanks again tyler.
mop, whos matt?
but yea, i totaly know what you mean about the color variation, that was intentional, doesnt seem to be too well recived tho. its not like i dont know how to do color variation, that should be obvious based on some of my other art. i guess i never made it clear but I am trying for a certian style and effect, it is intentional tho, so long as everyone knows that :).. its been noted that not everyone likes it tho. im ramblin now.
Neil, yup, hes already fully ingame too, works out just fine, like Posm said, texture resolutions and polycounts and effects are getting bigger and crazier :) (atleast i think he said that, hehe or something along those lines)
Digital Magi: uhh, hmm
I just used a one pixel brush set to mid tones, its a matter of taking the time to keep those details clean. there are no fancy tricks im keeping secret here, i just painted it... anything else wouldent be art to an extent imo :)
heh, nope, again i just used photoshop and 3d studio max, no other programs. and thanks, im glad you like the details :)
Marine, waddya mean? just because i could?.. at the resolution or wha?.. he was done at that rez because hes a bigass mofo and its no big deal doing it at that rez for the hardware with texture compression being as good as it is.
Rock skin is fine by me :) this beast is eons old, survived other wars, hes an old bastard, he should be pretty weathered.
yea, i actualy started with the face and then re-did it about 75% of the way through.
heh, i just used paintbrushes to lay out the basic shapes, like grey blob for the horns or bone etc and then orange for the body and greenishgrey for the body and then blended it togeather and then just work my way over it from there detail by detail, pixel by pixel..
heheh, yea, i shouldent have shown that pic, heh, thats him as a ragdoll, unflatering position too i might add, his shoulders all gimped there.. it never looks like that in animations i tell ya :)
black feathers! yes, he has black feathers, woops, did i release shots with orange feathers? those are old.. black is how he is ment to be.
Modeling_man: yea man, every texture iv done for games recently and professionaly were 1024 or art tests at 1024 or 2048, so i dont think its that big a deal.
poor console developers tho, I worked on a ps2 game and man, 64x64 to 256x256 is the most common, i can see how this might seem extravagant or wastefull, but thats just what PCs are good for :)
hey, yea, good point, i did morror alot of those details, i initialy had alot more variation but i guess i got lazy.
I have some pretty crazy material switching setup for the shepherd too lots of stuff on his face, so ill get to use the oprotunity for asymmetery later on.
Of everything iv heard in this thread tho, that suggestion to do more with the variation is the best one iv heard and is tempting me to actualy do that.., not sure tho, im fairly "done" with him at the moment :) good point tho, thanks
cgmonkey, heh, cool thanks for the tip, its been posted there now ;)
thanks again guys
Edit: http://www.cgtalk.com/showthread.php?s=&threadid=94610 - for those who are interested in seeing it all over again, trust me, itll be fun, like groundhog day the movie
Xaint
10-16-2003, 04:10 AM
HyPer: "hes already fully ingame too, works out just fine"
Could you show us an ingame shot, then? It would clear many shading related issues and "how it looks like in game enviroment what really matters" type questions.
HyPer: "this beast is eons old, survived other wars, hes an old bastard, he should be pretty weathered."
I think some scars and dirt/weathering would add to beliveability and *punch* to this beast. Again, maybe you are intend to go with the *clean* style (like star trek-clean, and star wars-weathered). So maybe it's part of the style, imo the weathered texture would fit better.
I think the 2048*2048 texture is ok. Why? As I understand the orange monsta can be playable or can stand next to you as teammate. In this case you can pimp him real close, in fact this is the first thing I do in games - pimpin' the teammates to check out how well the developers accomplished with the characters. :) Ok, not as a developer myself, but as a gamer I would still check 'em out close just to chew some eyecandy. And from the technical side, (as HyPer mentioned) the beast is 4 times the size as a humanoid. So it has to have a 4 times larger texture otherwise it would look inconsitstent in resolution. And it's ok to have a 1024*1024 texture on a humanoid, when the game will be released maybe it will not be a high standard anymore.
I like the orange, it looks fine on that monsta (at least for me :)... But I also think some color variation could add much to the paint. I think it's a fantastic painting, it's on my HD for me to study and learn. Thanx 4 posting it!
I also think that the artis shoud defend his art from false critics, regardless if it's positive or negative crit. The key to this is OBJECTIVITY.
(Defending against a positive crit may sound false too, I meant those issues, when the artist knows his' works' flaws and he/she don't suppress them just to gain more praise.)
The texture is pretty seamless, would you share us a more in-depth explanation on how you achive this? This question was already at Painting Game Textures thread, so you're welcome to post there your notes! Welcome at Cgtalk!
Beastie
10-16-2003, 04:42 AM
High polycounts, high textures??? Yea why the F*ck not!!! What are these GeForce FX 5900s for anyway??? I wanna see games push the limits!
moose droppings
10-17-2003, 02:47 AM
pretty orange donkey.
too bad youre canadian, it could have been awesome. :)
hahahahah jk! ;)
HyPer
10-18-2003, 06:11 AM
xaint: yea, that big shot of him laying on the ground is ingame.
i dunno, i dont think this guy needs any more details, his skins pretty cracked and crisp lookin, dont think i wanna be throwing an overlay over it all. ofcorse he can get pretty dirty in the game eventualy, so that may help.
hey, i may just post in there some time, i have alot to say on the subject forsure.
thanks for the backup and thoughtfull critique, thanks for taking the time to post.
big d: exactly :) somebody hasto fill those 256 meg videocards, somebody has to push the envelope :)
moose: yea, im too stupid :)))))))))))
im glad you like it tho :(((((
I think i need to get a photo of you and make one of those "got milk" posters now, i read your site!
i like punches in the face :DDD
too bad your russian, it could have been awesome >:O
JonasNoell
10-18-2003, 08:58 AM
The texturing sucks ;)! Nah, it's just awesome is there a special technic to achieve this super detailled look except from spending a lot of time. Maybe overly textures or so? How you are building up the skin? How long did it take you for this one?
infam0us
10-21-2003, 01:33 PM
There are just a few things in this world, that deserve to be called perfect. This is one of them. One look at the detail and you know that the artist truly loves and lives his work. The rest of my opinion drowns in astonishment...
jfalconer
10-23-2003, 02:18 AM
That has to be one of the most amazing texturing jobs I've ever seen... wicked!!!
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