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January 24, 2011
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:icontechnographer:
Here's a some of what I was hired to make for Iron Grip: Marauders; a browser based strategy MMO by Isotx.

Marauders is a bit different from most browser MMOs you might have tried, as in addition to the general strategic, buying-units-and-managing-things overview, when you manage a specific base or attack the enemy, it opens a real-time 3D view via a browser plugin that plays just like a PC game, returning you back to the strategic view once you're done with the mission.

It was pretty neat to get to make assets for this as I feel it does do something different, bridging two things we were familiar with (browser MMOs and turn-based strategy) into something new.

I threw in some triangle counts to give you a ballpark idea of the counts involved. The resource harvesters and the castle are higher up in triangle count; only so many of these can physically exist on a single map (i.e. you can't put a harvester where there's nothing for it to harvest) so that increased control gives better triangle tolerance.

Single characters in modern games are often between 3 and 12 thousand triangles, so even these bigger buildings are quite on the low end, which opens the game up for people with weaker computers.

As of this writing the game is in open beta (i.e. it's not 'done' and is welcome to suggestions), and is free to play (link).

Not all of the assets I made for it are shown, but this is a good chunk. I did *not* create all of the 3D work in the game, and made none of the movable units like the infantry or tanks, but there's a lot of cool vehicles in the game, especially if you like steampunk stuff!



Please note this work was done in a freelance capacity so I can't really answer any questions about the game beyond what you could already find on the site.

____

Iron Grip: Marauders assets shown are © Isotx and are displayed with permission.
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:iconsamuelsonson:
Mood: Love ~samuelsonson Mar 25, 2013  Hobbyist Digital Artist
very usefull :)
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:iconx-a-n-a-x:
~x-a-n-a-x Jul 16, 2012  Hobbyist General Artist
GREAT work !!

This is exactly what "Bos Wars" needs. Graphics like those (Bos Wars is a open source free RTS game for Linux, Windows and MacOSX).
It is a game I used to play a long time ago. I tried to help them but I was not good enough in 3D graphics.

[link]

Their game concept is good but their graphics suck.
If only you had some free time to help them. They may need such a gread 3D artist like you.

Great artwork anyway.
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:iconallaze-eroler:
*Allaze-eroler Jul 5, 2012  Hobbyist Digital Artist
i would love to get a "making of" for how you do the 3D asset since i'm trying to make a RPG game inspired from breath of fire serie (not the ps2 version) so, i would be happy to know it ! :D
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:icontechnographer:
Hi there; these were made using quite straight-forward modeling/texturing processes. The few 'tricks' used were very situational and too specific to be of much use in a tutorial format. The large majority were creating using the simple Model -> UV -> Texture process, and each texture was handled fairly closely to what a digital painting would be, working from base colors/materials and gradually adding more detail until complete. Most of these did include an ambient occlusion bake, if you are not familiar with that process.

If you like this specific look, trying to squeeze the most out of small texture maps, I would recommend becoming familiar with pixel art. Much of the time with maps this small, resulting in relatively large texel sizes on some of the models, you are dealing with the single pixel brush and it can start to feel more like pixel art than usual texture work. It can be fairly time consuming as just about every texel can be seen to the player - you must be patient and thorough.

All-in-all there's not much secret to the process of making these, it's an accumulation of the small decisions you are continuously making along the way, based specifically on what that asset will be used for, which makes you get better and better with it. So it would be a bit hard to create a generalized walk-through of information for others to use, because they will not be creating the same model or the same texture for the same project - you gather the intuition of what you need to do as you learn about the project and the goals that the client wants each specific asset to fulfill.

So perhaps it is not so helpful to hear, but if you like what you see: study it. All of the mysteries of why you enjoy it are right in front of you!
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:iconallaze-eroler:
*Allaze-eroler Jul 8, 2012  Hobbyist Digital Artist
thank you very much for these detailled information, could you talk more about modeling processus please ? because i'm still trying to find out how to make a good asset models for to be used as a level editor, are you familiar with the games like final fantasy tactics a2 and/or breath of fire 4 ? i'm trying to reach this kind of goal and using less textures possible.
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:icontechnographer:
The modeling in a lot of these assets is often a matter of simple cubic and cylindrical shapes together; as such they almost always begin with a cube or a cylinder. This is very conventional 'box modeling' with no real tricks. If you have strict triangle requirements you must be considering which details really need triangles and which the texture can handle during the whole modeling process. These models don't look very interesting at all without textures; they are chunky and basic - they likely would not impress many people. The textures are what makes it worth looking at, and the UVs are what determine how much of our texture is really used on the model. UVing is perhaps the stage I see most-neglected by beginners; and even by more experienced artists.

If I recall correctly, only the castle and one of the larger houses in this image used anything larger than 256x256 - you can extract much more texture area from maps than might initially seem possible if you take great care to create UV layouts with minimal unused texture area. This includes stacking UVs to re-use part of the texture on multiple parts of the model (this effectively means you are increasing texel density without increasing texture size). But if your engine uses a decal system overlapping UVs might not be a good thing; you must know how your model will be used in-engine.

Any modern game engine should also be able to handle floating geometry, too; some people don't seem to realize that it is okay to have polygons that are not attached to the main polygonal structure, 'floating' in place - as long as they are 'merged'/'attached' so that the computer treats them as a single object. This can be a valuable way to reduce object complexity compared to trying to merge all vertices, but might also waste texture area depending on the model; it is up for you to decide which trade-offs are worth it, which will likely also be dependent on the strengths/weaknesses of whatever engine you are using. Floating geometry will also break triangle strips, but that is a topic that is likely more technical to discuss than is worth it.

I suppose my main point in this is that there are very few tricks used in these assets - the modeling especially is *very* simple and usually requires only the most basic modeling methods to accomplish. Creating appealing assets doesn't require complex processes, it just requires a deep understanding of how to best utilize your toolbox of processes so that you can pick the right ones for what the model needs to accomplish in-game. Whatever style you are modeling in will usually not be especially relevant to the processes you end up using - as long as you have strong modeling fundamentals you should have little problem analyzing concepts and coming up with good geometric solutions regardless of if they are cartoony, realistic, or somewhere in-between. Based on your gallery it looks like you already know the tools needed to create these kinds of assets; basic extrusion, vertex/edge movement, collapsing, and the other very common related functions - these few things are 90% of what you will use. Just work on practicing with them a lot, and experiment with new techniques/methods whenever you get the chance. You may discover something that you will recall in the future to put to use.
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:iconvicewolf:
~Vicewolf Jul 28, 2011  Student Filmographer
Didn't see these before. Liking how clean/readable they are.
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:iconpinakes:
Very cool! I love'em XD
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:icongaiasgrace:
Cool stuff! Really like the industrial pieces.
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