Would it be possible to have a look at one of the models used, preferably a Strog?
If not a release of the model, then could we at least see a wire? I would like to see how you professional modellers have approached it. Also would love to see how it was unwrapped and textured and what applications were used.
If any ‘making of’ vids have been made could we see em?
If any of this information has been already released, could someone link me?
Thank you if you are able to do any of this, though I understand if not.
I highly doubt any game company would release assets early, so I doubt you’ll get your wish to see a Strogg. However, if you own Doom 3, Prey, or a Quake game - you could import one of those models it into a modelling program to see the geometry.
I’m sure they used Photoshop for textures; thats a no brainer. Modelling was done with Maya for terrains, but the characters might have been done in Max or Lightwave - I believe one dev said they mostly used .lwo (lightwave object).
I doubt you’ll ever see a full ‘making of’ video. That really cant be important on the list of things do when a game is still being developed. However, you can buy video tutorials on this sort of thing like : HighEnd3D store
Hm… one of the screenshots released some time ago had a comparison shot of one of the stroggs head… concept art, high poly + wireframe, low poly with normal maps + wireframe, then final ingame… something like that. It was just an image, and I can’t find it right now, but it was the closest to what you want.
I agree with Hakuryu though… you’ll probably not see something so soon. if you’re interested in the process, you can try finding/watching any other modelling+normal map video around. If you’re interested to see how normal maps and modals are playing on this particular engine with stroggs in particular, check Quake 4. It’ll be a different game, of course, with different assets, but it’s the same technique and even same race.
That is awesome modelling and texturing I have to say.
Do SD have different people for the different stages? ie a concept artist, modellor then a texture artist?
Or does the same guy work with the model from start to finish?
Very very good work, great quality.
Do any of the SD artists have their own sites?
Would love to see some of their WIP’s, even if for other non ET:QW models.
Thread question reminds me of back when I used to be into reading comic books. I’d have my fav illustrator, inker and colorist. Always waiting on collaborations from diff fav artists that I was familliar with. No different here just a diff medium I suppose.
I’m pretty new here but I guess I can talk a little :eek3:
In general there are different areas of specialisation for different artists, like some focus on concepts, some on animations, some on terrain textures… but there’s a lot of crossover. Nobody’s really a “modeller” or a “texture artist” - just artists fulfilling different roles when stuff needs to be done.
Usually the same person does all the stages of an asset - modelling, UV-mapping and texturing. Concepts tend to be done beforehand by a dedicated concept artist.
When you make a model, do you aim to make it all one object, or is it a collection of seperate objects? I know you would add in weapons etc as a seperate object, as these are changeable, but would, for example, a backpack be welded to the body? Or it’s own object just added in?
Also, when you receive the concept art, do you then set about making a blueprint for yourself, or do you model based upon the concept art alone?
I understand if you don’t have the time to answer these questions, I am just curious as to what kind of process you go through to produce such stunning work.
Although they make my models look like they were done by a dyslexic tapir
although i would expect models made by a dyslexic tapir to be very high quality since many dyslexics have increased spacial awarness skills making them more suited to visualising three dimensional objects and so would expect them to be pretty good modelers
Usually it depends on the target application the model is for. For games, it’s often more important to keep the polygon count lower, and you can do this by not actually connecting up every single object - if you have different objects intersecting each other, it can save a lot of polys when modelling, and it can also be easier to set up for animation.
Most of the time it’s just preference really, I don’t think there are many cases where it’d be totally necessary to model something as a single, entirely-connected object.
Obviously for organic meshes like full bodies, it’s best to have them all as one object, but for stuff like equipment or mechanical items, it’s often faster and more efficient to use separate, intersecting objects.
Well, if it’s good concept art given to a good 3d artist, chances are they won’t need to make a “blueprint” (or model sheet, if you wanna call it that) - most of the time I just eyeball it and try to match the design as closely as possible, just by mentally translating the concept into 3D, rather than actually taking the time to draw front/side/top views or whatever.
Sometimes it’s necessary though, if you had a really detailed character to make, then a good model sheet would help a lot just to get all the basic shapes and details in position very quickly. I don’t think that’s ever 100% necessary though, it’s just a step that can help in certain situations.
I know those are fairly wishy-washy answers, but really it varies hugely depending on the artist, the application, the purpose of the 3d model etc. etc.
Same here. Starting as radiant brushwork kind of gives me little choice however.
Thanks for the insight and good thread Bravo. I’d figure they were too busy to answer these kinds of questions. Afa the qw models go, I don’t think I have to say it looks like you guys put a lot of effort into your work. But I guess I did just now. Well anyways that’s that I guess. Back to the common procrastination vs intuition battle…