Vormav:
I think there is a breaking point of repitition for any franchise game. It’s no easy task to keep things fresh. I willl be working on some non MOH stuff at EA soon. Unfortunately that’s all I can say. As the far as the character art is concerned we have definately made some huge leaps in the quality of the characters with each new title. It may not seem apparent to the consumer but underneath any repitition the game may have I’m proud of the work I’ve done so far. I will be posting some of it soon both here and on my website once the game is released so keep an out for it.
Dealing with the restrictions of the hardware while trying to create everything the character needs is the biggest challenge. Yes, you are right about needing to be much more deliberate in how you arrange your topology. I also feel that low poly modeling is an important step in creating high poly models. The foundation that you build upon should be the most important step. If you can create clean topology at the lower level the details should fall into place. This is something I see overlooked alot in newer artists that go straight into high poly modeling. We’re experimenting with Zbrush as part of the pipeline now but it is still necessary to generate a clean low poly model to apply your maps to. The good thing is is that the poly counts for the low poly will be higher in next gen.
I still love games. I wouldn’t consider myself as a hardcore gamer but I do try to play as much as time permits. I aslo enjoy having a life outside of creating art and work. I have a physical list of games I want to play before there completely outdated. There was a lot of good stuff that came out this year both mainstream and independent.
young_927:
It really depends on the complexity of the character. A safe average would be 1-2 weeks, although I’ve seen complete characters done in 3 days!
MWarsame:
Sounds cool. Remember to focus on the traditional skills as well. the grass is always going to be greener on the other side. Make the most out of wherever you decide to go.
Yes, a certain amount of free games is one of the perks. We also have a store on site where we get a discount.
Squibbit:
I never played them. A friend at work makes reference to them quite often. Maybe one day I’ll get a chance.
Heber:
I’m geting more into high poly recently. I still think it is important to have a solid low poly model to generate the high poly from. I find it is easier to understand form when you are not distracted by the details. One of the things you learn in figure drawing is to block in the major shapes and the gesture first. When you can do this efficiently the rest should fall into place. I just read recently in one of the posts that refers to Stahlberg’s female model before the smooth is only 3500 polys. if you have seen any of his low res stuff it holds up on it’s own.
I replied to similar questions about this and I really feel it’s just another tool. Adapting is a lot less scary then it sounds.
Absolutely amazing work by the way. What’s with you VFS guys being so good? I have to put up with another one at work every day.
lode:
I was in the illustration program at Art Center. I spent most of my time drawing and painting.
3dsmaxfreak:
Thanks!
All the tools I use in maya have a similar counterpart in Max. A lot of the focus in the video is on technique and theory relevant to games. I think just seeing someones workflow is valuable no matter what program you use. I try to cover as many different elements as possible so you can see how different techniques can be applied.
Bijarts:
I don’t cover Zbrush in these. There are definately some other great DVD’s through www.thegnomonworkshop.com that you might find helpfull on Zbrush.
I think the stuff there doing with the Unreal engine is amazing. It is really a promising direction for games.
dotTom:
I’m not sure why, sorry.
Must rest now.