Guys! We need "Favorites" tab here on 80.lv
My motivation wasn't to knock Cem, not as a person nor as a developer. As I said, "this is cool, no doubt about that". I was sharing my personal opinion about the price-point for a material that is so expensive (performance-wise), and pointing out the fact that the same look can be achieved for cheaper (both performance and wallet-wise). I personally find it hard to budget 10s of dollars for a single material, a single effect, etc., but that's me. Other people have money pouring out of their ears and can afford to play like that. The internet is getting less friendly as far as opening dialogues like this. People should be able to have opinions and share them, debate them, without being told to hush up and move along. I hope others buy and use this asset- I'd be curious to see how it stacks up to alternatives out there (again, as I said "I love options"). As far as making my own assets and releasing articles here? It's in the works. And if somebody came along and started a dialogue about issues, opinions they had, or whatever- I would be happy to engage them!
Avalanche Studios has released a short little video, featuring some of the artists, who helped to create the amazing visuals of Just Cause 3. It’s a relatively short video, where the team talks about the building of the new game and how Just cause franchise influenced the development of all the other games. Mostly Avalanche shows interviews with artists working on the game. Here are some of the people working on this awesome game.
In the beginning of the video you can see how the city is being built in this game. Each building in the world has a palette of different textures and all that goes into different components (for example walls, and different kinds of textures. The lead environment artist Thomas Klingstrom has one monitor with the editor and another display with some other technical stuff running there.
Thomas Klingstrom has been with Avalanche Studios for almost 4 years. Before that he was part of Muskedunder Interactive AB, developing casual games and the famous Grin studio, which brought us Bionic Commando remake.
Senior character artist Michael Knowland told that he likes to keep the design process fairly iterative. He focuses on the sculpt first. Just grayscale, no texture work. He tries this model from digital clay to look as good as possible and only from then he goes on to texturing.
Michael Knowland is a huge celebrity in game development circles. Knowland worked for Naughty Dog for three years. He’s the one behind the characters of The Last of Us. Specifically, he created the look of Ellie, Joel and other poor souls, we encounter in this game. Before that he also worked at Frontier Developments (creators of Elite: Dangerous). Check out his website for some of the awesome art (www.mknowland.com).
As the game is fairly big (really huge) the developers try to modularize some of the assets (like buildings for example) and use them in other regions of the world. Junior environment artist Jesse Bonelli usually tries to break down the military base into a couple of blocks to use some for further creations.
Jesse Bonelli was actually a part of the Harmonix Music Systems, modeling (high-poly and low-poly sculpts), texturing, and engine integrating both modular and unique assets. He was also an intern at 38 Studios.
Senior environment artist Kareem Leggett has a couple of monitors running on his table. On the left hand he has the terrain editor. This is where the team does all of the sculpting. The images there don’t look like the final product on the right monitor. There’s less details and assets, which is done for the tool to run faster.
Kareem Leggett’s official title is senior world builder. He’s the one who develops the incredible world of Just Cause, filled with mountains, lagoons and hundreds of vehicles, buildings and destructible objects. Before joining Avalanche in 2012, he was a part of Netdevil and Mythic Entertainment.
There are also artists working with explosions and other VFX stuff, like Magnus Anteroinen. Magnus has an amazing experience as a visual effects artist. He worked for a year with Codemasters on F1 titles, Dirt3 and Operation Flashpoint Red River. He was also a part of Grin, working on Terminator Salvation, Bionic Commando and Bionic Commando Rearmed.