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What program was used to create Hawken?
#1
Posted September 26 2014 - 07:14 PM
#2
Posted September 26 2014 - 07:24 PM
 
#3
Posted September 26 2014 - 07:28 PM
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.
#4
Posted September 26 2014 - 07:30 PM
 
					
					
#5
Posted September 26 2014 - 07:42 PM
#6
Posted September 26 2014 - 08:25 PM
#7
Posted September 26 2014 - 09:22 PM
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.
#8
Posted September 26 2014 - 11:37 PM
 
#9
Posted September 27 2014 - 01:19 AM
 Estif, on September 26 2014 - 09:22 PM, said:
Estif, on September 26 2014 - 09:22 PM, said:
#10
Posted September 27 2014 - 05:14 AM
 
#11
Posted September 28 2014 - 02:17 PM
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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