Tombraider Underworld Characters I completed
by Jonathan Rush · in General Discussion · 01/20/2009 (6:06 pm) · 7 replies
Hey guys,
Sorry, this work is a bit old (year or so).. but the title just hit the shelves a month ago.
The studio I was at worked in parallel with Crystal Dynamics- they created the next gen versions of the game, and we created the Wii and PS2 versions of the game.
All characters on our side were created from scratch- from the bottom up- as was most of the rest of the game.. so definitely not a port.
The comps posted in here are Wii versions at game resolution.
Lara
*pistols made by Crystal Dynamics

Amanda

Winston

Mexican Poacher
*AK47 made by www.bigfuzzygoat.com

Viking Thrall

Puzzle Hand (1st person)

Sorry, this work is a bit old (year or so).. but the title just hit the shelves a month ago.
The studio I was at worked in parallel with Crystal Dynamics- they created the next gen versions of the game, and we created the Wii and PS2 versions of the game.
All characters on our side were created from scratch- from the bottom up- as was most of the rest of the game.. so definitely not a port.
The comps posted in here are Wii versions at game resolution.
Lara
*pistols made by Crystal Dynamics

Amanda

Winston

Mexican Poacher
*AK47 made by www.bigfuzzygoat.com

Viking Thrall

Puzzle Hand (1st person)

About the author
#2
01/20/2009 (7:14 pm)
well i would say around 100k to 500k maybe even more as i can see the ploys in the nails and it looks like allot right there. i also see allot in the Viking Thrall nothing he made is for torque engines. :P
#3
Also, thanks for the link on one of your previous blogs to the tutorial on mesh deformation, helped immensely to sort out my player model elbows.
01/20/2009 (7:22 pm)
But wouldn't they still use a low(er) poly model for the actual game and slap a normal map from these high poly models over it?Also, thanks for the link on one of your previous blogs to the tutorial on mesh deformation, helped immensely to sort out my player model elbows.
#4
Steve - These models range from 3,000 (thrall) to 8,000 (Lara) tris. Gald you found the tutorial useful!
Brandon - Close! Only hundreds of thousands of polys off in your estimate :)
Any models with similar specs would easily fit into the torque engine. These are only using diffuse maps (all detail/tactility is painted in)
Here are some wires:

01/20/2009 (7:28 pm)
Hey guys, thanks for the kind words...Steve - These models range from 3,000 (thrall) to 8,000 (Lara) tris. Gald you found the tutorial useful!
Brandon - Close! Only hundreds of thousands of polys off in your estimate :)
Any models with similar specs would easily fit into the torque engine. These are only using diffuse maps (all detail/tactility is painted in)
Here are some wires:

#5
Great gifs. I've always been a great believer in scrutinizing how someone does something and then copying ... or analysis through practise as they called it at my (fine art, not computing) university.
01/20/2009 (7:37 pm)
Quote:Brandon - Close! Only hundreds of thousands of polys off in your estimate :)I was about to say...
Great gifs. I've always been a great believer in scrutinizing how someone does something and then copying ... or analysis through practise as they called it at my (fine art, not computing) university.
#6
01/21/2009 (12:46 am)
Jon, great to hear from you! Send me a message offline, would love to hear what you're up to these days. Cool blog too :)
#7
Yo Brett - will do!
01/22/2009 (11:05 am)
Thanks Steve - I've found that to be true with some people. Most people I see that use that way of teaching themselves end up building upon what they have mimic'd and make it better.Yo Brett - will do!
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