Would be great having you and or someone else frmo team on softimage
ubertage to do a round up :)


On Tue, Jun 10, 2014 at 12:18 AM, Matt Lind <ml...@carbinestudios.com>
wrote:

> To clarify a bit, Softimage was used for the heavy majority, but not
> everything:
>
>
>
> Z-Brush was used for creating hi-resolution character models which were
> then later downsized (resolution) for use in the game.  Modo was also used
> for initial character modeling, and texturing as it has better tools for
> unfolding and manipulating texture UVs interactively such as pinning UVs
> and interactively resolving the unfold as UVs are manipulated.  Once
> modeling was completed, they were imported into softimage for further work
> such as using ultimapper for transferring/generating normal maps, assigning
> our custom shaders, custom properties, vertex color properties, and so
> forth.  Once completed character models would be passed onto tech art for
> rigging and eventually animation for animating.  All rigging and animation
> took place in Softimage.  Prop and environment were modeled in softimage,
> but occasionally exported to Modo for texture UV adjustment, xNormal for
> generating normal maps, or Nvidia plugin in photoshop for generating .dds
> normal maps for use with our custom OpenGL shaders.
>
>
>
> We had many in-house developed tools and editors for generating the
> terrain for our worlds and populating the worlds with our assets as well as
> connecting the game logic with game design to put it all together so work
> can be previewed, tested, and debugged.
>
>
>
> What I wrote is just a quick gloss over.  If I can find some time, I’ll
> look into whether I can do a more in-depth ‘how we did it’ article.  No
> promises though.
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Perry Harovas
> *Sent:* Friday, June 06, 2014 9:11 PM
> *To:* davidsa...@sfr.fr; softimage@listproc.autodesk.com
> *Subject:* Re: Shameless plug
>
>
>
> Matt, your description of the work involved was satisfyingly dizzying!
>
> I really do not know of another application that could have done all that
> with
>
> the relative ease which it sounds like many things were done.
>
>
>
> I am positive you had your problems with SOftimage, it would be impossible
> not to have had problems with ANY software,
>
> but the end results speak for themselves. The movies on the website are
> fun, and I really like the aesthetic in the game.
>
> I also love the old west old British feel of many of the characters and
> the voices. So many games feel like the voice actors
>
> only work on games. These clips really feel like the voice actors are
> all-around good actors, It certainly helps that the character animation
>
> is so good, too.
>
>
>
> Thanks for taking the time to write up such a detailed description of the
> making of the game,.
>
> I know I am not alone in digging those kinds of details.
>
>
>
> Congratulations!
>
>
>
> Perry
>
>
>
>
>
> On Fri, Jun 6, 2014 at 5:03 AM, David Saber <davidsa...@sfr.fr> wrote:
>
> Another question : how did the artists react to the use of XSI? Did they
> love it or were they bitching because they couldn't use Max anymore ( a
> situation I knew too often)?
>
>
>
>
> On 2014-06-05 21:09, Matt Lind wrote:
>
> I don't know all the details myself, but when I joined Carbine in 2007 we
> had a total head count of about 45.  Today we're roughly 300.
>
>
>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com <http://www.theafterimage.com/>
>
>
>
> -25 Years Experience
>
> -Member of the Visual Effects Society (VES)
>

Reply via email to