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) >> > >

