00:08Hello everyone, my name is Nikita and we are now in the Battlestave game studio.
00:13Two weeks have passed and we are ready to present our new developer diary.
00:16It's dedicated to modeling, texturing and all other sorts of artwork.
00:20And all of that will be covered by Alexander,
00:22our lead specialist in this majestic part of the game development industry.
00:32My name is Alexander, I am the lead 3D artist at Battlestate Games.
00:36Today I'd like to tell you about our department, how do we work, what kind of tasks we face and
00:41how do we solve them.
00:43Graphics has a major impact on the game which can hardly be underestimated.
00:48It's a complex task and every element is really important.
00:51First, we search for references and prepare photo materials.
00:55Visit various objects personally and make photos with them.
00:58If necessary, we also add plans, technical documentation and blueprints.
01:02Then our artists combine all of the objects into a single design.
01:07My name is Vlad, I am one of the concept artists at Battlestate Games.
01:11My duties include pre-production of Escape from Tarkov project, location design, character design and many other graphics related tasks.
01:19Though keeping true to our passion for realism and live references, we strive to create the most appropriate visual image
01:27to present the gameplay things as interesting, meaningful and completely justified both by gameplay and storyline of the game.
01:38Now we can start building a location.
01:40Let's focus on a small part of the location that you have already seen.
01:44And take a close look at how the separate environment props are created.
01:48My name is Alexey and among other things I work with environments.
01:53My tasks also include creating architectural structures.
01:58You are now looking at the draft model of a building created in 3D editor.
02:03The layout for this model is already approved, with all of its rooms and communications.
02:08On the next stage of our work, we break the building into modules.
02:13Exterior walls, rooms, corridors and stairwells.
02:16It's made for easy industrial detailing of the specific parts.
02:20And convenience of engine optimization.
02:23Further setup of an each module is being conducted in the game engine.
02:28Here you can see the already setup materials with all their contents.
02:33We are using materials that allow us to blend textures by vertex color.
02:38To do that, we create a dense grid to draw on it.
02:44After we complete the settings, we can fill the building with props.
02:49My name is Maxim, I'm a 3D modeler.
02:52In our work, it's really important to pay attention to details,
02:55because it's the small details that create the right impressions.
02:59I will now use the example of environment objects in the dormitory location
03:02to tell you how exactly they were created.
03:05Even such common things as a regular door get plenty of attention.
03:09As in real life, we made our door of wood planks, created a high-poly model, sculpted chippings and scratches,
03:19and then created a low-poly model for the engine.
03:22As you can see, the grid is fairly simplified.
03:25On the last stage, we bake the normal map and create a texture.
03:29We finalized the small details in textures, adding macro-relief, scuffs and dirt.
03:37One of the prop models for the dormitory is the typical Soviet gas stove.
03:42We've carefully worked on all of the model elements, and that allows us, for example, to open the hatch and
03:48move the baking pans around.
03:53As you can see, this stove fits perfectly in the environment of a Soviet dorm.
03:59Let's take a look at some other assets, which may be of secondary value, but are still detailed.
04:10This is just a small share of models required to fill one small building.
04:16We also have environments that require a tremendous amount of models.
04:27My name is Maxim, I'm a 3D modeler.
04:29Open world means huge amounts of vehicles, from 90s classics to modern models.
04:35And with our dedication to realism, requirements for vehicle details are way higher than some other projects.
04:41I will show you the pipeline of vehicle development on example of VAS 2106.
04:46First, we've made a high-poly model, using it to carefully flesh out every detail.
04:52And then created game model, and baked it in the small details from the high-poly model.
05:04We've decided to break up the model into several materials – body, interior and engine.
05:09This allows us to achieve maximum quality.
05:16This is how model looks like after the textures are finalized.
05:21Now all we need to do is to export the model and set it up in the engine.
05:26Let's take a look at the other models of environment.
05:29You can see here the in-game models with textures and setup materials.
05:37All of them have been made the same way.
05:40We've created high-poly model, sculptured shears, scratches and small details.
05:47Then we've made the in-game geometry, baked small details on normal map and drawn textures.
05:54It's also vital to have a large number of universal objects to fill up wide open spaces.
05:59For instance, construction debris.
06:02For these models, we've made a tile texture of garbage, which utilizes specifically prepared objects.
06:12We scattered these objects across the surface, which allowed us to get all the maps required for texture.
06:19After that, we've drawn the texture itself.
06:22Here is the final model, infused with some additional objects to add more volume.
06:28Similar approach was used for some other textures as well.
06:37Working on environment also includes work with vegetation.
06:40Trees, bushes, grass, dry twigs, stumps.
06:44Since vegetation fills a good share of the map, we need not only make it good looking, but also optimize
06:50it for the game.
06:52We are using the speed tree program to create flora.
06:55It allows us to generate varying plants with correct settings in a short time.
07:04For the sake of optimization, we collect all of the foliage elements into one huge Atlas.
07:09Then we create blanks and export them into speed tree.
07:14Now all we have to do is to set up LODs.
07:16The last LOD of the model is the plane that always faces the camera.
07:24We've managed to show you only a small part of the visual assets creation.
07:29They are really important for the game, but that's not all.
07:32We still have two big tasks.
07:34Creating characters and weapons.
07:42My name is Ivan.
07:43I'm doing character models for Escape from Tarkov project.
07:47Character creation starts with studying the references and detailed concepts.
07:51Each part of the clothing and equipment is being modeled individually, to make the character look as believable as possible.
07:58All of our characters have rather complex customization.
08:01Character body is being split into three elements.
08:04Head, torso and legs.
08:06For the purpose of completely changing character appearance.
08:10Also, we have the ability to equip our character with different gear.
08:15Whereas vests, rigs, backpacks.
08:18As the result, we have a huge number of possible variations.
08:21For example, rig only, rig with light vest, using backpack without rig in the vest, or all together.
08:30On the example of one of the scav models, I will show you the steps of a character development.
08:36We've experimented with its character development for a long time and worked out the following flow.
08:41We have a basic model of combatant for each side of conflict.
08:45Based on this model, we create the specific part of clothing using real patterns and templates.
08:51At the moment, it's scav's jacket.
08:54This program allows us to correctly simulate the real-time physics of close behavior.
08:59It means that all wrinkles look exactly as they would look in real life.
09:05When the main model is finished, we load everything to the brush, where we work on small details.
09:11All of this makes our characters more interesting and adds more charisma to them.
09:16At the next stage, we create an in-game model based on high-poly model.
09:21After that, we work with textures and get the game model as the final result.
09:27My name is Dmitry.
09:28The escape from Tarkov project requires an impressive characters variety.
09:33And the main distinctive feature of every human is the face.
09:37This is what I'm responsible for.
09:40The face of a human reflects individuality.
09:42We add unique nature to each character by picking different photos as references,
09:49which we use to create a collective image.
09:52After that, we transfer the model to the animation department.
09:56My name is Vlad. I'm doing weapons for Escape from Tarkov.
10:01Considering my years of experience in weapons development, joining the AFT team was a real bliss.
10:09The weapon customization, shown in the previous video, wouldn't look as convincing without the authenticity they were created with.
10:17In our case, you can see and work with the weapon design on the customization screen, removing specific parts.
10:24During the modeling of each weapon, we carefully studied the details, including the subtlest ones, even the year of its
10:31manufacturing.
10:32Different types of firearms have complex customization.
10:37We create early detailed models, with all possible details.
10:42Bolts, springs, mechanisms.
10:45Skillful optimization of game model grid and baking of all possible complex forms
10:50allows to use created image or weapon in the game without damage to performance.
10:57A serious share of time is allocated to textures.
11:01Each weapon gets the desired look, depending on whether it was used before or it was newly bought from a
11:07trader.
11:10During the development process, we amend the emissions of minor details.
11:15Not least thanks to the active community members' commands.
11:19To some of them, we are really thankful.
11:22Looking a bit ahead, I can say that game arsenal will be really large,
11:26and leaving the most seasoned players will be sure to fight something to fit their taste.
11:37And so the second part of the diaries comes to an end.
11:41We really hope that you enjoyed it.
11:42But even if you didn't, visit our site and forum where you can tell everyone if you like the new
11:47diaries or not.
11:50Also, subscribe to our channel, visit our website escapefromtarkov.com
11:56And well, both alpha and beta draw closer and closer,
12:01as well as plenty of new interesting materials that will dispel your doubts, if you still have them.
12:06Stay with us and stay in great mood!
12:09Bye!
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