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Ts4 Working Process - Blog Posts

2 years ago
Before | After 😂
Before | After 😂
Before | After 😂
Before | After 😂

Before | after 😂

Wasn't planning to turn a simple screenshot (it is not even a render) into poster but couldn't resist anyway!


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2 years ago

Okay,

it's time to show the working process! While I'm having a short break from rendering \ texturing \ posing \ ripping things 😆

The amount of work I had to perform is colossal comparing to my previous posts (it is somewhere near Sally Face and Fallout 4 posts) I have extremely warm feelings towards Prototype game series since it's been with me from childhood (even though the game itself IS NOT for children that's for sure 😅)

I've started from the idea. You need to know exactly what you're going to do before actually doing anything. So I've drawn a couple of simple sketches where Alex - the main protagonist - was depicted in various situations. The one sketch was a pure action scene: a tendril barrage devastator and a lot of Blackwatch troopers around - I've decided to stick to that at first.

I've yet had to realise that I'm critically missing models needed to build a convincing city background (burned cars, banners, pedestrians, etc.). Even though I've had some of characters and vehicles, it obviously wasn't enough. That's where you start to think how to solve the problem.

Okay,

READ THE FULL POST BELOW, (a lot of text and pictures warning):

"I'll just rip them off the game!" me said with instant regret. I've ripped the models, yes, and then I realised how Ninja ripper works 😆 I then decided that scrolling through 1000++ ripped parts of models and again put them back into one piece is not the thing I want to spend time for.

So instead I found a map - a whole city map and was pretty satisfied even if there wasn't a single prop on it. The textures I ripped gave me a perceptible advantage - I made banners and I could now cover the ground with original ingame textures instead of trying to imitate them in Photoshop. The map is called gm_bigcity, I used Garry's mod map ported to SFM.

Okay,

I started to build a scene. Was fun at first, but then I've noticed something. The bigger scene grew the less FPS I had in the viewport. I ended up with being unable to finish posing. It was only 200 000 ~ vertices and it is already too much for old computers. Will I be able to finish this poster one day I wonder? I like it a lot :(

Okay,

It wasn't a time for sorrows so I had to give up on that idea and move towards the next - the one that did not require too much models involved. The one you can see on the posters below:

Okay,
Okay,
Okay,

Before \ after and variation in more intense reddish colors that was never used.

Okay,
Okay,

Me and my friend (whose computer was used to render all of that) did render a lot of pictures from various angles but as you can see very few of them were actually used to create a finished poster.

Okay,
Okay,
Okay,
Okay,
Okay,
Okay,

And here is the one cover image that took me eternity to complete. I took clothing and claws from 2012 game and face with spikes from 2009 game and merged them into one solid model, posed it and rendered. I don't really like what Radical Entertainment did to Alex's face in Prototype 2 (and made him an empty cliched villain in general) so the original one seemed the best choice.

Okay,
Okay,
Okay,
Okay,
Okay,
Okay,
Okay,
Okay,
Okay,

That's it! That is how it was done. Thank you for reading to the end ❤


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