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What program was used to create Hawken?


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#1 MCX_TheRockMachine

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Posted September 26 2014 - 07:14 PM

So do you guys have any idea what program the devs are/were using to create Hawken?  I am talking specifically about the mech models and maps.  Hawken got me back into the video game world and I'm kinda trigger happy to create something like this.  Nowhere as graphically detailed but I love the flow and mechanics of this game and would love to create a game like this, only with more humanoid robots!  thanks.

#2 ticklemyiguana

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Posted September 26 2014 - 07:24 PM

MS Paint mostly. Little bit of powerpoint.
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#3 SS396

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Posted September 26 2014 - 07:28 PM

Most of the artists used Maya to create the models and texture them and then import them into UDK and then later on they switched to Unreal 3.

Doesn't really matter which 3D modeling software you chose, 3D Studio Max, Maya, Blender, and the list goes on and on, most of them will be able to export to some format that you can get imported into whatever you need.
# while true; do echo "Post"; done

#4 nokari

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Posted September 26 2014 - 07:30 PM

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#5 MCX_TheRockMachine

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Posted September 26 2014 - 07:42 PM

heh lasers are there!  Thanks alot yea I came across a cool thread on the net showcasing the 18 essential PS4 and XBox development tools so I knew it had to be one of em.  Most of them are expensive of course but Hawken's freshness really got my creative juices goin.

#6 BurnsHot

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Posted September 26 2014 - 08:25 PM

Show us the GOODS!

#7 Estif

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Posted September 26 2014 - 09:22 PM

3ds Max (Blender is free) for modeling, Photoshop (Gimp is free) for Textures. there are a lot of aditional tools such as Zbrush, Xnormal, Topogun, Etc, but Zbrush for instance, is for sculpt (Creatures as example), While Xnormal is for normal map creation.  If you´re new into 3d and digital art, there are a bunch of tutorials out there covering from the basics (modeling from primitives, ie) , to the advanced techniques (High poly modeling, Normal map bakes, etc). Some people say google sketch up is really simple to starters, since it introduces you to the manipulation of objects inside a 3d space.

Good luck!. if you need more info, send me a PM, this is my profesion and I´m always happy to help new people.

EDIT: More info:  to create the game itself, they use a program called Engine, in this case Unreal Engine 3, where other people, besides 3d artists, work to create the game. A game like hawken, involves dozens of people ,

If you want to start to work in real projects, I strongly suggest you to visit this page, is mod data base, a lot people working on projects have listed jobs openings (non paid, though), where you can have a general perspective about what kind of work you´d like to do, and start from there your research to do. I started there and worked on really well organized projects, so I recomend it.

http://www.moddb.com/jobs

Edited by Estif, September 26 2014 - 09:34 PM.

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#8 DreamedArtist

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Posted September 26 2014 - 11:37 PM

The fox engine
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#9 Zaxik

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Posted September 27 2014 - 01:19 AM

View PostEstif, on September 26 2014 - 09:22 PM, said:

Some people say google sketch up is really simple to starters, since it introduces you to the manipulation of objects inside a 3d space.
Google sketchup is literally the only 3D software that allowed me to create something better than a cube or sphere XD Graphic antitalent too OP.
Got few Hawken vids here on my YT.

#10 SparkyJJC

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Posted September 27 2014 - 05:14 AM

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#11 BurnsHot

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Posted September 28 2014 - 02:17 PM

What 3D tools/software have been used in the creation of Hawken?
Cameron Kerby:  Pretty much every decision we make is done so with our team size in mind. Being a small studio we have to keep our pipeline efficient. Obviously we didn’t have what it takes to build an engine, so UDK was an easy choice. We’re also using a lot of the software that Epic has partnered with such as SpeedTree, Scaleform, and Simplygon. For 3D content we use both Maya and 3ds Max depending on the artist. Ironically, one software that has been extremely valuable is a free one: xNormal. Many times we’ve had to merge multiple meshes to one texture after they have already been completed. For meshes with baked normal maps, this can be quite the task. Luckily xNormal’s “Bake Base Texture” option (with a checkbox for normal maps) has saved us time and time again. We use a wide range of software for texturing depending on the task such as Photoshop, Crazybump, and 3D-Coat.

Lalli:  Animation and Rigging are done in Maya 2012.  Our pipeline was started before Unreal made the full switch to FBX, so we still export animation and skeletal meshes using Epic’s ActorX plugins to keep consistency with the existing assets.


Full article here: http://www.3dartisto...wken-interview/




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