How were the FO2 graphics created?

Josan12 said:
Anyone know how the FO/FO2 graphics were created?

The 'talking heads' were sculpted, then scanned via some weird modern (for the times) technology, the characters sprites were first modeled in 3D, textured and animated and probably didn't undergo much post-compoSing, apart from the blood-and-guts parts. The backgrounds were modeled, rendered and overpainted. But that's obvious, I think.

I may be wrong, though, but that's the way I'd do it and I can't think of another way to do it. Apart from the talking heads part, but that kind of modeling back then was extremely tough..
 
The FO2 Animations were created in a rather inferior way that the originals - you can see here is a big difference between the quality of the animations.

To be honest you'd be best off looking at how Continuum did the new robot animations! Model them in Blender or whatever program you're happy with and then export...
 
I always assumed that the character sprites for FO1 were modeled in some kind of plasticine clay, and then animated and simultaneously shot at 6 angles. I swear that I see creases around the joints of some movements, particularly noticeable when flesh moves, which would be a ridiculous detail to add in a 3d model.

Might just be wishful thinking on my part, though, me being an animator who despises the sloppiness of 3D animation.

It would explain why the new sprites in FO2, which are obvious 3D renders, look so terrible in comparison. But at the same time, the method I describe would cost a lot more, and FO1 didn't have a particularly large budget, did it?
 
OnGame900 said:
I always assumed that the character sprites for FO1 were modeled in some kind of plasticine clay, and then animated and simultaneously shot at 6 angles. I swear that I see creases around the joints of some movements, particularly noticeable when flesh moves, which would be a ridiculous detail to add in a 3d model.

Might just be wishful thinking on my part, though, me being an animator who despises the sloppiness of 3D animation.

It would explain why the new sprites in FO2, which are obvious 3D renders, look so terrible in comparison. But at the same time, the method I describe would cost a lot more, and FO1 didn't have a particularly large budget, did it?

Sculpting the heads and then using some sorta' tracing device is pretty expensive, but afterawrads they used 3D. 3D was used extensively in FO and FO2, but stop-motion animation is something people boast about. Apart from Neverhood and Skullmonkeys I'm not aware of any other game to have used it.
As for sloppiness - some of the models do move in a weird way, but I blame the hex grid.
 
OnGame900 said:
I always assumed that the character sprites for FO1 were modeled in some kind of plasticine clay, and then animated and simultaneously shot at 6 angles. I swear that I see creases around the joints of some movements, particularly noticeable when flesh moves, which would be a ridiculous detail to add in a 3d model.

Might just be wishful thinking on my part, though, me being an animator who despises the sloppiness of 3D animation.

It would explain why the new sprites in FO2, which are obvious 3D renders, look so terrible in comparison. But at the same time, the method I describe would cost a lot more, and FO1 didn't have a particularly large budget, did it?

All FO1 sprites were modeled and pre-rendered. The animation was then shot from six different angles. Quite nifty and avoided he strange "mirrored" sprites which can be seen in Infinity's Planescape: Torment for example.
 
Mikael Grizzly said:
All FO1 sprites were modeled and pre-rendered.

When you say 'modeled', do you mean by computer
or in real clay?

My guess was that the critters were animated
in clay-mation.

The 'talking heads' were sculpted, then scanned via some weird modern (for the times) technology

Thats really interesting. I would have guessed the
talking heads were definately done entirely in
3D computer modeling!

Well thanks for the answers guys, but i'm a little
confused. To clarify, am i correct in thinking:

a) critters were modelled in 3D on a computer,
then effects were added using pixel-art?
b) talking heads were modeled in clay and
scanned and post-rendered?
c) Landscapes modelled entirely in 3D on a
computer?

I;ve scoured the Internet for an official source
of answers but cant find shit! where does
one go to find out this kind of info?
 
Josan12 said:
where does
one go to find out this kind of info?

I'd try http://www.nma-fallout.com

There were loads and loads of awesome articles about game creation, especially about the Pen nad Paper RPG sessions used to predetermine some basics of some areas, aslo photos of the sculpted heads. Even an article of the creation of the Blade Runner Gun Prop (aka .223 pistol). (Thanx, SuAside)
 
The "sloppiness" I was talking about was how the those silver long haired dudes in New Reno lift one arm, maintain the same stance, and when they fire the entire body shakes like a pole. It's just not very realistically animated, and a general problem with 3-D is people think it looks so good that they never bother to animate it realistically. The models made in FO1 are not only believable, but slightly exaggerated in pleasing ways.

If the FO1 sprites were really made in 3-D, they definitely had a more experienced animator working on them.
 
Werwolf said:
Is it possible to get 3d models used for Fallout or it secret things?

Eh...no. I assume they(the 3d models) are deleted once the game was finished, and I remember reading that when time came to make fallout two(maybe in the bible or something) they didnt have the models, only the sprites.


Oh, a quick search finds this:
002_dogmeat.jpg


So, um, yeah. Where did that russian dude get a picture of a glorified dogmeat?
 
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