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| Videogame Discussion General discussion about videogames |
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Gran Turismo 5 Development Pictures
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Found this, pretty interesting i think for guys who do 3D. Looks like they're using maya lolz |
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Talk about a cluttered work area, but it is good to see some of the behind the scenes.
I found the hypershade scary due to the amount of shaders in it. Why is using Maya 'Lolz'? I've got an Advanced Diploma in Game Art and I trained on Maya 8.5 and 2008. Plus alot more companies are using Maya more and more, and sometimes like when Blue Tongue made Da Blob they used both Max and Maya. ![]() Recent Finshed- The Professionals RS2000 WIP- UT3 Character - UT3 trouble shooting Dragon - texturing www.scooterart.carbonmade.com |
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That's a good question, i know a lot of movies are done in Maya too. I never got into it because my one friend said it was harder to learn. But, i guess just because its harder to learn doesn't mean it's a bad program. Most of the time some of those programs like AST are really cool once you start messing around w/ it. I assume maya is the same way.
![]() Helicase: An enzyme that UNWINDS double-strand DNA into two single DNA strands. |
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Hmmm, still a bit 'hypey'
They record every car in every gear at every rpm and make the cars sound awesome. Just like they did in GT4, despite them using library sounds from other cars for the wrong cars, and making ones that WERE correct wrong from GT Concept > GT5 (ie, SL55 AMG was real sample in GT Concept, in GT4 it uses the old RS6 sample from GT Concept, and the RS6 then got the proper one) Then lots of cars that are SMG or auto not being... As nice as their work is, they still have a long way to go to make the games actually have much soul and real attention to detail. Hopefully with online features they can now patch stuff they have done wrong... But I still feel cold playing GT series after 10 mins. It's just too clinical. As arcadey as the NFS series has got, they 'feel' much warmer and enjoyable to play... remember, NFS4 had interiors and decent sounds, weather modes, night/day and all that right back in 1998 or so... I think for the day their work was more impressive than Polyphonys constantly delayed and still not as good as they say it is work ![]() The shaders are damn nice though, as are the models. Handy when you have the cad models straight from the manufacturers though ![]() |
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But anything modern, like the Ferrari California or new R35 GTR, I would imagine PD just get those in their inbox as 500,000 poly meshes or even nurbs type models! Dave |
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I dunno ... I've been doing a lot of blueprinting work myself, and to be honest, once you get the hang of it, it doesn't seem that hard to take photos and turn them into blueprints, provided you have a couple decent pics to show the car at angles, as well as straight on from the views for the print. Though I would think my photo-blueprints would be the most useful thing ever for a game company looking to make real vehicle reproductions. But when you can't access the car properly for it, drawing them out like I'm doing now seems much better than just doing the car by eye based off photos like that. But to each their own I guess. ![]()
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