https://www.tannerellison3d.com Now defunct sketchblog. Follow me on Artstation or through my Portfolio website at https://www.tannerellison3d.com
Showing posts with label launch title. Show all posts
Showing posts with label launch title. Show all posts
Monday, February 3, 2014
Forza 5 - 2013 Raceday Objects Pt. 2 with wires!
A friend asked me about the wireframes on some of the many props I created for the raceday objects on Forza Motorsport 5. I sadly dont have images with wires from any of the levels out of the game engine. Below are renders from the same scene as the previous post (Forza 5 - 2013 Raceday Objects), and then the same render with the wireframes. All of the props had 3-4 LODs (level of detail models). Shown is the highest level of detail or "LOD0" which still had VERY strict triangle budgets. As I mentioned before, each asset had half to a full day to be modeled, UVd, textured, have LODs made, get imported into the engine and hen have materials made. Crazy! I will try and post wires when they are available.
Labels:
3D,
engine,
environment art,
launch title,
materials,
microsoft,
modeling,
props,
tanner ellison,
tanner j ellison,
texturing,
track art,
turn 10,
xbox one
Tuesday, January 28, 2014
Forza 5 - 2013 Raceday Objects
Somewhere in the middle of production on Forza 5, we were tasked with building a bunch of raceday objects. These were basically the props that would be spread around tracks and would only be present in real life on, you guessed it, RACEDAY! they are used across every single track except the Airfield test track. Our producer was out for several weeks so I got to be team leader on this project. I tracked assets, did all the submissions, reviewed other artists works, assigned assets, did scheduling, and created assets myself. The turnaround on these was crazy! We had basically 4-8 hours on each prop! That included modeling, UVing, texturing, building 4 LODs and materials and making it all look "next-gen". We had close to 200 objects to build between 3 of us. OMG, those were some crazy weeks. Luckily, the other two artist working with me (Jeremy Lanum and Mitchell Stankowicz) were incredibly talented and we developed some awesome shortcuts and techniques to rapidly produce the assets. Below is a handfull of the props I made. I created around 60 total including 9 "pitkits". Its crazy how good some of these look considering we had less than a day for each!
Labels:
3D,
engine,
environment art,
launch title,
materials,
microsoft,
modeling,
props,
tanner ellison,
tanner j ellison,
texturing,
track art,
turn 10,
xbox one
Sunday, January 5, 2014
Forza - 2013 Bathurst Screens and promo materials
Hola! I spent a decent part of last year working Turn 10/Microsofts Xbox One launch title: Forza 5! It was an incredible experience and was completely different than anything else I had ever worked on. I helped build 3 tracks from scratch and then polished and redid art for 2 additional tracks. The big one we did was Bathurst Mt. Panorama in Australia. My boss, Joakim, at Valkyrie flew out there and spent a couple days taking color and object reference photos and overseeing laser scanning stuff. Then, me and a couple guys made one of the best looking tracks in Forza Motorsport history! Our Forza team was maybe 7 dudes at its height (working on 3 tracks simultaneously), but we only really ever had like 3 guys on any given track at any time. So our accomplishment is pretty impressive (horn tooted!). We did every element of art on the track except the crowds, lighting and animation stuff. Also, after we handed the track off, there was additional optimizations handled by Turn 10 and Microsoft. Things i spent a lot of time on: powerlines and poles! Fences! Barriers! All the hotels! Terrain! Houses! Materials and textures! Signage! The pit area! Awesome radio antennae you can hardly see! I also did lots of technical stuff that you dont really see but help make the track really pretty. We all had to implement our stuff directly into the proprietary engine and use custom sets of tools and plug in written by the sweet lil fellas at turn 10 (and a couple tools we developed!). The brand new engine that Turn 10 created is awesome and ended up being really easy to use. Anyway, heres videos and art and radness:
This is a video provided by Turn 10 at the release of Forza Motorsport 5. It shows off a lot of the awesome work I did on Bathurst. Probably better to just watch it on youtube in all its HD glory!
Labels:
3D,
engine,
environment art,
launch title,
materials,
microsoft,
modeling,
props,
tanner ellison,
tanner j ellison,
texturing,
track art,
turn 10,
xbox one
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