The pants here were modeled and textured by Mark Vick (Ritorian)
The sculpt of the Mark VII OpsSuit originated from Conviction out of our Montreal studio, I was tasked on retooling and matching it to our other sets from Blacklist… Mark Vick (Ritorian) was a big help here as he did all the other suits and also the final textures for it.
This is really great work… Thanks for sharing. Could you please show some of the process of your work like work pipeline and all… best regards
small_orange_diamond
small_orange_diamond
small_orange_diamond
great stuff guys , i was playing the game just now xD
Cool stuff
Could you give us the range of polycounts you used for the characters ?
Great work! Somehow I feel like the eyes could be improved though… They feel emotionless because they are so dark. I really miss that special sense of depth.
Awesome work master. Thanks for sharing. Regards.
great stuff :)
Great work and thanks for sharing!
Best regards,
Thanks very much everyone, was a blast working on this title, ecstatic it saw the light of day!
nirmalendu_paul - Cheers! I can’t show persay, but I can explain what I did for anything you might be wondering about
Ouran -Thx! Polycounts varied a lot, but I don’t believe we went pass 20k for anything particular asset. For principal heads they were around 2600 tris, secondary heads around 1600 tris and the goggles averaged around 7-8k tris. The suits changed depending on customization
zenopelgrims - I’m sure Intervain and I would agree on that one Would love to increase the realism moving forward.
Appreciate the feedback.
Cheers!
Thanks for the information
Really cool stuff. Good job ! small_orange_diamond
Great work man!
I’ve played Splinter Cell since the first game - you guys really did the series justice!
Fantastic game - so proud it came from the T-dot!!!
Claudio
Heya thx! and np Ouran. Dragonboy not too sound bias, but I really think it’s an awesome game myself! Was a blast to work on, and as a first title I think we did pretty well
If anyone has additional questions, don’t hesitate to ask.
~t
Hello Tito
I had couple of queries…
- what is the process while you are dealing with a scanned model? viz. highpoly cleaning, etc.
- what were the limitation of poly-count and texture sizes with your models?
- How many materials you used for one character?
- what was the engine and if multi-sub material were used then how you handeled it for the engine?
- what software or which process you followed during high-poly to low-poly conversion?
I know the list is little bit long but if you kindly take couple of minutes from your busy schedule and provide me with the solutions, it will be highly appreciated.
Thanks once again mate
Hiya Nirmalendu, I’ll try to answer your questions
1.For the scan models, we receive the raw data which is pretty rough in every sense of the word, we had to clean up the scanned imperfections because many times it looked like this http://craphound.com/images/missingmenu2_display_medium.jpg .A lot of careful smoothing, sculpting the eyes/ears/mouth/head e.t.c. Surprising amount of work actually.
-
See my reply to Ouran
-
Depends really, Sam had quite a bit, but it varied anywhere from Torso/Legs/Arms & Head to other additions such as shoes/gadgets/hair cards. I was just happy we didn’t have to fit everything on one map
-
Same engine as Conviction with a lot of improvements. Also I can’t quite remember if we used Multi-subs, I don’t believe so tho.
-
Varied depending on the artist, but for me - Zbrush,Topogun,Max/Maya, XNormal and Photoshop
I hope I answered everything well enough Thanks for the interest.
~t
Hey
thanks a ton for your time and providing me with these helpful solutions. One more request if you could showcase wire frame of your characters, please.
Thanks again and have a blast