Nice work Matt! Congrats on the release at last. :)


On Mon, Jun 9, 2014 at 6:21 PM, Mirko Jankovic <[email protected]>
wrote:

> 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 <[email protected]>
> 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:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Perry Harovas
>> *Sent:* Friday, June 06, 2014 9:11 PM
>> *To:* [email protected]; [email protected]
>> *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 <[email protected]> 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)
>>
>
>

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