OrbCrasher

Orb 						 						 					 				 				created Orb - My work on Crasher  				 					on 03-30-2011 08:36 PM:Hello polycounters, i recently finished working on a little game called  "Crasher". We were 2 environment artists, using the Unity engine. Its not a triple a or something crazy, but i really enjoyed working on it.

more stuff I've done for crasher in my website (crasher page done, but the rest of the portfolio is still under constuction) hope you like it!
 * Here is juste few exemples of the assets i made, explaining the process i used for some of them.
 * http://orbart.free.fr

http://orbart.free.fr

 				  		 		 		 		    					 						Orb 						 						 					 				  				  				 					on 04-01-2011 06:26 AM:first of all, thanks a lot! I'm really glad you guys like it. I didnt know i could get so many replies °°

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In all honesty this is hands down some of the best art work I've seen in such a loooooooonnnngg time, just by looking at some of your pieces and  breakdowns I've learned a bit more haha :P

It would be greedy to ask but I think we would ALL appreciate a video of you sculpting something in zbrush, maybe just doing quick examples on  how you get such amazing broad forms while complimenting them with some  great little details here and there.

Thanks again for showing this!!!!||

Considering you're one of my heroes on this forum, its truly an honnor to please you. I'll try to make that video altough i never did that before x)

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Some of the wireframes are a little puzzling how high they are. There's a  lot of unneeded geo that could have easily just been baked down.

I love the chunky style of everything though||

Its absolutly true, the real reason is simple as it was my first "next gen" game, so i'v learn to bake assets with 1 smooth group for the  entire piece, wich is not the best way to make normal maps clean i agree  (even its faster). So to get rid of the normal map gradients i was constrained to add some geo. Baking normals with vertex normal or splitting uvs by smoothing groups is pretty recent to me to be honest,  the wooden crate is a good exemple of last assets i made with clean  baking.thanks btw!

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Can't wait to see your next piece.||

Thank you, I really appreciate ;). Yep, the game had a poor review  :/..released too early, no marketing..hopefully it was an inspiring  design, a chance to practice zbrush and stylized workflow.

Quote: Besides the gorgeous assets, is there some special lighting trick you  guys are doing ? I love the beautiful unity (ha-ha!) of it all, really  inspiring.||

Hey thanks a lot Pior (i'm your best fan )! Only few ones are presented with unity! All the screenshots in game and just few assets like thoses ones: http://orbart.free.fr/Gallery/Images/6.jpg http://orbart.free.fr/Gallery/Images/7.jpg http://orbart.free.fr/Gallery/Images/1.jpg http://orbart.free.fr/Gallery/Images/2.jpg http://orbart.free.fr/Gallery/Images/3.jpg http://orbart.free.fr/Gallery/Images/4.jpg http://orbart.free.fr/Gallery/Images/5.jpg http://orbart.free.fr/Gallery/Images/plateforme.jpg http://orbart.free.fr/Gallery/Images/plateforme5.jpg http://orbart.free.fr/Gallery/Images/crystal.jpg http://orbart.free.fr/Gallery/Images/screen%20rocks.jpg

But most of the page is presented with marmoset engine, wich is more fast and sexy to present than unity. (even we pushed unity pretty far on its limits)

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I would love to hear a few tips and tricks from you, especially how you manage such clean cracks on the rocks, like this:

||

Thank you very much! About how i manage my cracks well I dont use crazy techniques i guess, i play a lot with the pressure of my tablet using  the dam brush (or standard with brush mode set to +80) and my favorite  brush is the flatten with intensity to 100 and brush mode at -100 wich  makes, really cool and clean sharp edges (its very similar to Trim  dynamic). I also like to add this slash i use everywhere wich is a slash i sculpted from a plane before turning it an alpha with mrgbzgrabber,  it gives me that little "comics" style i like. I'll try to make that video i promised to JasonLavoie btw xd.

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And i was truly inspired by darksiders undefined, its one of my favourite games, have thousand of screenshots from it xd. I really appreciate your comment thank you  http://orbart.free.fr

Orb 						 						 					 				 				  				 					on 04-21-2011 04:42 AMHI, thanks again!

I didnt forget about the video x), I dont have much time right now, ill try to prepare it as soon as possible.

@synergy11: its almost that, but i exported each parts from max (the bricks of each parts are not attached together wich allows me to select  them separately in zbrush). I used 3dcoat (http://www.3d-coat.com/)  for the retopology, and decimation master in zbrush to lower the  polycount while keeping the details (you can also lower the subdivision,  before exporting; cracks and little details are not that necessary for  retopo) thats it! http://orbart.free.fr

 				  		 		 		 		    					 						Orb 						 						 					 				  				  				 					on 07-14-2011 11:09 AMHello, i Wanted to  share my crack brush, since i recieved a lot of mails asking me how i  make cracks. So i did also a video, that explains how i made it and how you can make you're own custom brushes, my accent is crap but i sux in  making videos. Btw this technique is just a fun trick i tryed, there is probably lot of techniques to achieve the same result i think (using gradient alphas  etc)

anyway here is an exemple of the brush

you can download it here: http://orbart.free.fr/Orb_Cracks.ZBP

and see the video here: http://vimeo.com/26399689

Hope it will be usefull to someone. I plan to make an other one, about sculpting.

<> madPXL: I have one question: did you created the levels maps under Unity with the built in terrain editor ?

yes we used the terrain editor.

adam: Curious: What was your turnaround time from beginning to end on some of  the assets? For instance, how many hours of work was the crate? What about your tilable floor?

hehe, the crate was one of the last assets i made, i took my time for this one since the game was pretty much finished,  maybe 1 day. I think my future wood asset will be faster x) The floor was faster, i dont remember how long, maybe 7 hours but the  high poly was really fast since its reapeted slabs composed in max. <> P442: did you have a bit more technical freedom since Crasher is a car game?

i dont know, i guess so x). A least cuz it was for pc. <> empeck: I have one question about Unity3d - how you did outlines on the geometry? Some fancy post process shaders?

as i remember, we tryed a post postprocess, but we didnt achieved something good, because it messed up with the transparency (particules)  so we did an outiline based in the vertex shader, so any asset could  have outline or not (grass dont have it) so its just a push of the  normals of the object (i guess) and an other one for vegetation.

all: thanks for the replies!

http://orbart.free.fr

 				  		 		 		 		    					 						Orb 						 						 					 				  				  				 					on 07-14-2011 07:38 PM 			 			 		  	 		 		 		blaken: yes marmoset for the assets and unity for screenshots with the unity logo.

felipefrango: yes they hacked unity undefined

I asked a friend dev about the normal trick of the terrain:

So here is his answer (Taoa):

in the editor, the first texture you put is a color map, then a normal map, and so on, so that every other texture is a normal map. Then you must override unity's terrain shader to reflect this .In other words, in  the shaders you must consider every other texture (I think they're  called splatmaps in the shaders) to be a normal map, and not a color  map. modify them so that the normal maps data is actually used for normals, and hopefully you're good to go

A problem you WILL face is how to blend the normals where the  terrain's blend map (the map that controls where grass is use and where  rock is used) goes from a texture to another

good luck with that 		 	 				 		 		 		http://orbart.free.fr