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) >