Airborn is an Action Adventure based in a fantastic world on flying islands eons after the world has collapsed from overexploitation. You will start exploring this world through the eyes of Piño a boy who wants to become a messenger one day. UDK Demo hitting the Web in Spring 2010.
ok the sculpt is almost done, captured pretty much all of it. a bit of modelling left, then to the lowpoly, yay retopo action
Awesome.
Maybe he should have a rope around his body, going over his shoulder (or a strap) and a knife by his leg?
why should he, doesn't make sense at all, so... no, no knife and no rope ;)
Me again...
Hm pretty charismatic old man, i must say what your skills are pretty high, do you work at the game industry? I mean commercial...
And again my stupid questions :D
The hands... will u add some details on the fingers?
What software you will use for retopology?..
And will u show the wireframe when u done the low poly?
I just dream to see the lowpoly model )
1. yes, pretty much every member of this team is working in some way in the industry for years, speaking about myself, i'm working as a characterartist since almost 9 years so far, since 2 years as a freelancer with cycling projects. That said, it can happen that some of us won't find time to contribute every now and then, some are working on pretty highend products with tight deadlines such as crysis2 or brink, so it can happen that the day to day business sucks up the freetime we have for that project, thats why the development is pretty slow paced right now, sorry for that... ok but i'm drifting away...
2. as we will be using the same rig as the grandpa and as both won't be seen together at all, he will get the same hands as the grandpa has ingame, search for that on older images. I will just change the textures to fit him better. Making new hands/gloves wouldn't be such a big deal but why waste the time on something noone will recognize and as they are already rigged and skinned we just save this time too.
3. zbrush, 3dcoat, topogun, max whatever fits better on a per object base, right now i did the pants in 3dcoat and doing finetweaking in topogun
4. should be no problem at all :)
Thanks for such an exhaustive unswer ) It really very interesting to me )
Hm. In my opinion topogun is sucks... May be im noob but i just hate all in it i just found it so buggy and uncomfortable it allways just makes me nervous. I think the retopo from polyboost is what i need but work is slower there ) One my friend artist said to me that 3DCoat is great tool for mesh retopology. But I look with suspicion on it because often there nothing great can be expected from russian developers but i putted it to my "learn list" and now cant wait when i will be able to try it. Dont know why i said it to you maybe because there not many people around who can understand such a things )
>>should be no problem at all :)
Oh do it then u can! ) It will be nice )
well none of the possibilities out there are perfect, if i had to chose which features i'd need for the perfect retopo app, id say:
- working on the highresmesh, like in topogun or 3dcoat, the retopo always stays on the highres
- shading of topogun, so that the retopo is always rendered in front of the highres but transparent, its a perfect visualization for retopo imho
- relax of topogun (which works on selection, as oposed to 3dcoat which only seems to work on the whole mesh which is bad)
- polystrips from polyboost, so you can paint a row of polygons easily onto the surface
- splinetool of 3dcoat, its awesome for cylindrical stuff, but basicly its is really pretty awesome for most stuff, especially the spline cut when you cast the line from outside the model, great feature
- strips from zbrush, so you can fill large areas very quick, you just place the boundaries and it automaticly fills the whole area, also very nice
- connect like in max, polyboost or topogun
- easy vertexwelding like in 3d coat
in conclusion all have their strengths and usefull features so i use whatever i think is best for a given model, and record it and stitch it all together in the end as one big timelapsed video compilation on how i created Garrido
Hey, ist wirklich gut geworden. Jetzt wo das SDK frei verfügbar ist, wird das sicherlich ein schmuckes Standalone-Game. Ist das Bild spiegelverkehrt oder ist einfach nur die Gürtelschnalle verkehrt herum?
wir sitzen gerade an der ersten UDK Demo
ist nicht spiegelverkehrt und du hast recht, ich hab da einfach nach Konzept gearbeitet, aber ich machs mir jetz mal einfach und sage... er ist Linkshänder :P
Gürtel funktionieren ja in beide Richtungen
Der Concept Artist is Linkshaender... drum hat sich das wohl eingeschlichen. hihi
Heh, I saw this on polycount. Nice work.