Beginners Guide to Creating Overwatch-Style Game Art [3D MODELING/TEXTURING]

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[Music] hello everyone my name is Erica Garcia and I'm a 3d artist with focus on environments I'm in the gaming industry for almost 6 years now and I'm from Brazil so English is not my main language so please be patient with me because I will struggle a little bit trying to say some things but I'll do my best first of all I want to thank the stylized station for inviting me on doing this breakdown of my latest personal project the hi-tech retro bike instead I said station is a great place to see some stylized a large there are some great artists there sharing their knowledge and I'm glad to be a part of it now in this video I'm gonna go through all my process on doing this starting on how and why did I chose this how do I plan to do it to do it and after that we're gonna jump into Maya on some 3d modeling about how did I do the blocking the high poly the low poly some quick tips and after that we're gonna go into substance painter to do all the bakes and all the textures and after that I'm gonna go talk about a little more about the presentation itself how to present your work to other people yeah yeah let's jump right into so being an environment artist a single war could take months to finish usually takes two to three months even more depending on the size of the the art but I wanted to try and do something more simple and quick to do so I started browsing art station to looking for a great concept that I really like it and I ended up in the page of this Russian artist I am NOT gonna say this name because I probably would say it wrong so let's leave it that way and this this artist has some great concept arts concept arts and I ended up choosing this bike right here because I really love this style and I've been always a huge fan of the overwatch style and I thought this was a perfect fit in in that style and I wanted to try to do something with it so that's how I chose the problem so in the blocking stage I just have my eye opened here and in case of you're wondering this is your f I've liked to put my references here because it has some controls that I can for example make it always on top so even if I click the program if I interact with it the image keeps on top of it so it's a great software to to play some references in case you don't have a second monitor or anything else but yet to start modeling this this step is here is really important because you can you will be making the the over all shapes and you have to pay attention here on the silhouettes the relation between all the parts of the bicycle and the the sizes of everything you just don't have a it doesn't have a right way of doing it you just have to keep on trying keep on making and yes reverse in here so yeah there's a little bit wider this wheel so you just have to to put everything in place in here and adjust the sizes of everything for example this this wheel looks like to me is it's a little more bigger than the first the the front one so it might be just the perspective but it's my interpretation on it and let me see that me put some the the middle part of the bicycle here as I as I told you there is no right way on doing it you just have to keep on trying and pay attention to the position to the shapes this is a important step of the way because here you can make the all the adjustments that you wanted you you're gonna make you're gonna make many mistakes in the process so sooner you do do sooner you do them the better you know because you can adjust it very fast if it's in this first part so yeah there is not much to say about this is just you have to model everything you have to to do all the parts and you just have to keep adjusting and the sizes the shapes let me see here it's a so really it's a really I mean fast part it's not fast but it's more Lucy because you don't have to do it and perfectly here you just have to just throw some primitives and to understand how this the shape of the bike is gonna be and where do you need more work or where where do you wear the model which is kind of looking strange so you can adjust let me see here the the principle tools of the the modeler here are the extrude and the bevels even if you're talking about a hard surface so the the babo itself it's even more important so you know let me make some adjustment in here and as I say maybe it's time for a bevel in here just a little bit yeah okay and you just have to keep doing this until II until you are happy with other the overall shape that you have and then let me show here the the final version one of the the blocking of my my bicycle this is more advantage than a blocking stage it's more like seeing a step forward on on the block itself because I've made some details already but I I did not yeah yeah that's more like a middle process of it but it's like I've joined this these parts and the the next steps but in here it was not necessarily because I don't know if I wanted this or if this is gonna be a little more in the back of the bike so I could adjust the position and when I was happy with it I just make a single mesh so one quick chip that I wanted to share with you it's how did I do this this round round metal shapes right here I have use it in this part like the little basket pinky on the bike and yes like I just have to make it the shape that I wanted in the polygon in a primitive like here I'm using a thank you because the shape it's more like I I can I can see a cube here it's more easy to to achieve this shape from a cue and yeah and yeah so as you can see the shape is a little close and all I have to do is to extrude to give us a certain depth let me do this this curve - right here so I'll just Beverly and another parts that have rounded it's it's those those edges here so just do another another bevel with few segments it looks ok so it's not looking good at the moment because we're gonna do some tricky in here like I only did the depth of the model should be to give this bible bevel edges and now all i have to do is let me select the those border edges in the format that i that i want and and here there's modify and tab i'm going to convert here polygon edges to curve so when I click it I can hide my my polygon surface and all I have is this curve in here in the formats that I want it so the shape it's already there but now we have to make this the round is to shaping so I'll just create your curve curve around it curve circle shaped curve so it's easier to see and I'll just select first the curve that I wanted delete it first the curve then the first a circle curve then the shape that I want and I've come here to surfaces in extrude yeah that's right and when you click it it's get a little messy not what I wanted but it's because the parameters are not right yet I just have to choose the component people and the fix-it path so the shape it's there but the normals are inverted let me see if I can do this yeah I just rotated the circle so now it get the right right shape that I want and what's best of this technique is that I can even change the the radius of this circle shape and it modifies the shape that I did in real time so if I did it shoe boo-ki I can make a little bit thinner just suggesting this circle right to the next step I was already happy with my my my block out and the step forward on it the the addition of the details and the position and the shapes the overall shape of the bike itself all the the proportions are were good so I was ready to move on to the next stage and this is the one I I didn't want it to go to ZBrush to make the high poly version because I didn't want it to add too much scratches or too much of the details that ZBrush is good for so I've keep and keep it in Maya I did the I've called a meatball D here because it is ready to choose both you know I'm pressing three here so it it's move it it's boots everything and to do this it's it's not a big secret all you have to do with you to protect those those edges where you want it to with another edge loop so when you load it it keeps the the hard surface looking you know so this is the huge desk it could take many many hours of work yeah when it when it was already red already ready to be is moved so I've duplicated so it's not destructive and this is a high poly version of it as you can see there is many polygons in here but it's for a good cause I'm gonna bake it later and the low-poly version so in the low-poly in the the textures I wanted to have this soft soft softly in lines you know the soft lines besides it's a hard edge hard edge model it's always good to have those not so hard edges because it looks like 3d you know as my high poly version of it was ready I was ready to move on to the next stage that is the low poly version of it so this is the version that is there we'll be using the engine later and some of the parts I've tried to to use the the meshes that I did in the blackout phase because they were not too much different and some of the parts like the seat for example I did in the RET apology tool in Maya that is a great tool I love it it it is kind of relaxing to do it so let me show you here the the process that I did so let's see I'm gonna turn this this seat here into a low poly version so what I have to do is let me just throw away of this group and to make it work you have to to transform the this mesh here into a live one make life so it's not clickable anymore but when you create polygons it will snap and surface so it keeps the shapes the the RET apology tool is in here it's called Quadro and let me just activate the symmetry so yeah as you can see when I click it it it snaps into the surface of the seat so all I have to do here it's to match the shapes of the seat and to keeps creating those those quads in the low-poly version of it with a single click in an empty area you create our virtus and holding shifts and in the middle of four vertices it shows you our crotch and you just click it to confirm that you want that you want a quite there and if you click on the pre-existing edge or vertices or vertex or face you can adjust the position so you just have to keep on creating a tip here is to create first the the edges of the model think like it think like a puzzle if you would start with the borders and then you go to the middle to be easier and let me see you can also hold tab and click on the edge to extrude it there are many great fit many great features in this tool so I can just keep extruding you follow this the the format here of this little thing and with shift and if I want to add division in the middle because if I'm gonna look to the the side of it it's not properly shaped so I can add a match look here so I'll just hold ctrl and it shows me this this brief is really of magical so if I click it it it's it adds the the edge loop and also it snaps into the surface so yeah this is a as I told is a really great so it's a relaxing one you don't have to think too much when doing it it's great you to let some some some videos to watch some videos while you're doing it it's just a task of patience more than technical difficulty you know so yeah you just have to keep on doing it until you're ready I've made it some some shape here and let me see when you you don't want to be this life anymore you should you don't have to select it because you cannot you just simply go to modify again and make not life so it's clickable again and my after that my low poly version of the bike was ready ready to the next stage that is the the UV planning the UV mapping just to go real quickly through the process of the UV mapping part and let's do the the seed again so usually when I do the the UV mapping I start with the planner in the model you can left-click it or you can right click it to get another rotation on another direction of the the planner planar one so just do this and the UV mapping all you have to do with you to make it planar the 3d model to turn into a planar shape so you you just have to select the the edges where you want to chuck your yeah okay so I'll just come here and the occurred and see you tab and just cut UV slack and UV shell they're all ready to part in here so I want to also separate this part right here because I think there there is going to be too much of distortion and in the planes so which better to separate those areas you get used to it and to think where you you plan to cut those things the more you do the more you you you get used to it okay that's right so I'll just cut right here and yeah so if I I selected a UV shell and let's just open this shift unfold and unfold again so this part right here got turned into a planar version and let let's do the same thing with this one we got some distortions some strange things going on here we're just gonna see what we can do and for unfold this also they are already looking good let's just fix fix this one let me see if I just get is this edge right here and cut and let's do an unfold again if this yeah it works it much better now it's little it looks like an ant head so if I just go through the just click on this UV thing and shading yeah you can see here there is almost no no Distortion and now all these meshes you see this because all the little squares are almost a perfect perfect squares and yeah you just have to do this in all the parts because everything is messy right now this could take some time also but is nice when it gets done and once again yeah so all all the model got mapped already and it's ready to to go to the next stage that is the the bake process and then the texturing one so let's go there so let's jump now into the texturing phase this part is really exciting it's when your model starts to gain life so first of all we need to bake all those Maps that we will need in the future so I'm in substance painter and we just have to go to bake mesh maps and let's take it in - okay and in the comment section you will choose here the high poly version and I here I like to leave it by mesh name because what this do is when you make the texture Maps one one mesh doesn't influence and into the another into the other mesh next to it because when I export it I rename it everything so there are parts with the same the high poly version and the low poly version of the same mesh has the same name so when I choose here to match by mesh name it will not be affected by all the meshes around it so let's just bake here yeah okay so the the normal map is already applied so you can see this is a low poly mesh but it has all the hype hi poly details because of the normal man and you should make all the other maps you just have to do the same thing I did for the old all those those texture maps but I didn't do the thickness one because I didn't want you and the most important ones that you're gonna use a lot are the first the curvature one and the most important is the ambient occlusion one because when you will construct when you make the all the masks too to make the texture you will need all pretty much all the information that the me2 occlusion gave give us leaveth so if you want to surfer clewd you can choose the same same thing that we chose in the comment section only the same national only same machining if I don't want you to the the meshes include each other only by mentioning so I would just make it let let this anoles and I just have to make all the maps and you get ready to star after I baked all my maps they are all here and we can start texturing it so one of the maps that I baked is the ID one what it makes it it grabs the the material the color of the material that I did and Maya inside Maya and just so you can see this here you can choose by color source its material color or some other properties here so as I in Maya I've made it a few different materials with different colors so I I've chose this material color one so it gave me it gave me this information right here you can it can help me to texture and just see the colors itself and it could be helpful in any time but yeah I started with this and the complete model the complete texture is in here that may just show you everything here so yeah this is all the the steps already already taken so let me just do a breakdown of how did I did all those textures and some tips and yep for the start I've let me just hide everything and yep I've created a few layer you can go to this this year and I've chose to Chu influence the color the the rough metal the normal in the hide it will be necessary later but yeah I've picked a color here a bluish color and I've chose some some roughness in here not so much spread and not so much reflexive reflective and I kept adding things so one of the first thing that I did was to add some color variations to this metal I did this by using this gradient work right here you know you see what is this I've picked I've had a black mask here and added a few I generated I'm sorry I've added this generator here and I've chose some some 3d linear gradient so what this does is this takes the whole model the position of the model and it can do a gradient on top of everything you know if I click with alt in in the mask here you can see what this is doing so I can mess with this this is parameters so I can choose where to where the this mask will will influence more the the contrast of it and M will get back to the material and so the other the color variations are important because you have to make your texturing interesting you know if you let this a single color it is cool but it's not that cool so I've chose this this brownish color so we have these these contrary colors here like more bluish on top of it more brownish on the bottom of it like simulating that that is a ground here so just to add more interest on it and the the second thing that I did was this big step right here it's the occlusion one when I activated just see what happens the model itself it gets much much more clearer you know that's why I I told you that the occlusion map was that important because you can add so much to you to the clearness of your model with just the occlusion information so how to achieve this this look that I did here so I've had a tower black mask once again right right click on here and add a black mask and I filled with the ambient occlusion that I baked and then I averted it so all the the intersections of the mash get occluded okay it gets the occlusion information and I just added some levels on it so I can make it even more even more prominent you know more darker more spread I can just mess with the sliders in here so I can't get where I want and then it gets some noisy it gets a little bit noisy so I just added a blur on top of it so it gets it gets this isn't moved in shady so we just dis occlusion one the the bicycle itself got even more readable if you know what I mean it's more clear like the shapes of it and then everything and then I've added another few another later with the occlusion once again so I could add more details and with some color variation like a dirt or or something and then I've added this to make the the metal more interesting I've added this roughness in here that is this that use the position and the word space normals it uses a custom it it's a material that I've chosen in the material section so as you can see here I can choose the scale let's let's zoom into I can choose a scale the the ground scale it's just messing with those sliders in those numbers until you get where where you want it where you get more interesting so we've came to this part where the matter was this looking with all those additions that are we've made it gets this looking so it's really more interesting than before and I just repeated this and all of the the other parts of the model like the metal dark and the metal glue in the meadow glue lighter or behind there and I I was just keep adding those those kinds of masks and those kinds of color variations and using in abusing the occlusion map and let's see the rubber I do the same thing it's it just have some some variations in the roughness Channel right here another grunge and the the letter the letter were the same thing was the same thing and here I've added a pattern on top of it so it gets even more different from the another materials on the bike and it it gets more interesting as well even more letter looking you know so how I did is this pattern right here I've added a black mask and I've added in this this black bag in this black mask paint so we can choose where to apply it so if you can see here it's just on the the handles and the seat and inside here I've added this this black mask once again and I've chose here to do let's see a few layer once again I've clicked with the right mouse button and added a few layer and in the fuel I chose the hexagon texture it's in the patterns let's see here it's in the office procedurals maybe let's see yeah it's in procedurals here it's some hexagon patterns I use it this one and I just I've just messed with some numbers once again you can make it bigger you can make you more contrasted and yeah so so the material got more interesting let's see after that I did the light remember the same way one thing different here is that I've I've chose it on a mission I filled it with with some color on the emissive besides color so it it looks like it's lighted yeah for for the textural the texture overall it was it so after that I've made some more detailing stuff that I'm gonna be going over now the next bar at this point I was happy with the the texture with the model but I thought it was lacking something it could be more interesting so I asked a few friends some feedbacks on what they have to tell me about it where could I improve and one of them the friend of mine Gillian mija Molly he did me paint over to give to give more personality in this bike so he painted some some stories on it like the battery in here it's more like towards our green energy bike with some logo of the the company in here simulating that there was a some things going on inside of this seat in here and when I saw that I thought that it was really great it have it has really forced the the bike itself to be more interesting it totes more more stories it gives more personality on it so I was really happy with that paint over Thank You G Larry and well what I and after that I just get those feedbacks and started doing it inside inside substance so I've added this power hood right here it's more like a battery of the bike nothing fancy here just a missives and some masks for the separators color base and this custom painting to make the metal part the blue metal parts more interesting with some some custom shapes and she to tell more stories and the the battery here the leaf logo the the velocity pay no the on and off of the bike and then the mud that tells a little more story about it like it's more used it's it's it happen it has been used many times and it is dirty it has some some dry mud on it so let's let me show you how did I do this this mud layer right here so I've created let me see here I've created a few layer and I painted let's see here yeah so I've created this few layer right here with some Brown dark brownish color and to choose where to apply this the mud material I've used it this grunge map right here and so it get it gets more messy and not so uniform that it was before so that was the first mask and after that I've come to the folder itself and I've let me see here yeah I've painted where I wanted to this mod should be shown I've added this this bench and same as everything else I have added a black mask and I've had a paint on it and she should paint the mud reveal parts I've just chosen an alpha in here this is choose mostly to rowdy so I've grabbed one more more grungy in here I don't remember which one I used but let's see that let's say that is there's energy right here so I've started painting where I wanted to chew to show the mud I just press X so I a changing to white and black so I'm painting a mask not the mud itself so I don't want that much to be shown here but I want to be shown here so just paint it a little more about a little more dirty in here and I kept doing this in every part that I found necessarily and after that I've added another few layer with mud pretty much the same process but a more lighter type of mud a more dry so it also has color variations you know there are some few spots with the the darker mud on it but it adds it adds more depth to it and more interest so that's how I created the mud and one last step that was missing and I thought it added so much in the end it did it's this deke hose right here let me zoom in so you can see better this what is this it adds some shapes children normal men so it looks like I've modeled this and I've maked this in to the high poly into the low poly but I've added all of this inside of substance painter and it added more it is this layer of detail that it brings so much interests so much more interest to the the whole bike I've use it in many many places but with the careful that not using too much so it don't turn out to be noisy you know it doesn't use too much so it can be clearer but with with details as well so let me show you how I did this and I've created this this layer this is important is not a few later it's a normal layer it it's this one right here so I've added this normal layer and I've added a paint on it you know so in this layer I've chose no color no roof no marrow just height normal let me see just normal sorry and in this normal right here I've came to this hard surfaces tab and there are there are plenty types to choose from here you can do custom ones as well but I didn't want you this this one's already was I wanted so let me see I'll just grab grab some random one right here and I just got you to choose one of them and grabs you to the normal stage here to the to the normal place and as you can see it shows me in my my brush here I've come to a problem when doing this if does not show in your brush you just can you just have to come right here in this full preview cursor if it's not a full preview you have to left left in this book review like in the crosshair you just see a crosshair you don't see the normal alpha in this brush also you just have to let in the full preview courses so you can't see and all I wanted all I need to do now is to paint so when I've painted it gets into the normal map any influence is the light and it's yeah that's much detail to the model itself so why was just choosing the the right ones and place it in the the some spots that looks interesting I bet it is this battle detail right here and overall this added so much in the final model it gives the the level of detail that was lacking so yeah that that was pretty much all the process that I did and the texturing of the this bike and it was ready to to go to the next stage that it was setting the environment or the engine or or the place where I would take the images to my church to make the presentation yeah now that we've came along those many processes we've came along the modeling itself the the all of the modeling steps to the through the texturing steps now that your model is ready to to present you need to make your presentation so this presentation it's very very important because it's as important as the the whole processes because imagine that you came along all the way to this part took care of all the details and make what you like it and the motto is really great but no one can see and no one will see it because your presentation it's not great you know so you need to you need to take good care of you need to to plan well your presentation to show everything that you want to show and to make people see it know so chew to present my my bike I've thought in a little shots that I wanted some Beauty shots to to show the the environment or where this bike lives and some technical shots so it's more like to see the wireframe and to see the the overall shapes and proportions I've chose marmoset so I can set up everything in here it's a great program as well and they seen in marmoset I did just you to make the technical shots to make the technical presentation so I've just set up a few whereas in here so I can create a new camera and to place it wherever I want and I just choose the camera in here so yes that's the camera want to show some angle that's the the front to show a little more of that tail in the handlebar and some camera trying to find a good thumbnail I will talk more about that soon and yeah the the setup here here was not what's not choo-choo-choo too much work it's just simple it's just a skylight with some with some HDR I chosen here I chose I chose this one because of the the colors in the illumination but you can choose which one do you like you can try and other other things in here they all affect the the illumination of the scene so I chose this lady field here and I as I told I put this cameras on and the places that I wanted I've messed it up a little bit with the post effect so I can give more sharpen I'm sharpening a bit because without it it gets a little blurry so it helps a lot with the the shapes and the clearness of the d'art itself and some brightness so the the emissive light them up the scene a little bit a little bit more little being a ting there is not nothing too fancy in here as I said it's a simple setup so the bike it's clear to be seen and [Music] and so I had my technical shots ready I've took all the images that I've wanted but I still wanted to do some Beauty shots I I wanted to demonstrate where this bike lives like how is the world where this bike is used so it gives more rid of it's not real ability it gives more like believability to it you know you can imagine even more it adds even more stories and interest to the the property itself so I've wanted to create an environment for it just to this few shots so you know how how the presentation is important so I've came through I've came to Maya and where is my my bike yes it's right here and I've gave it a real quick pose to to the bike yes so it's not straight it's more like natural in the environment and to do this environment right here I've had this idea of I wanted to be really simple I didn't want it to take so long to do it to do this because it was pretty much made for three shots of my presentation so I've make like a block out face it there's many things going wrong with the the wire framing but I don't care because I wasn't gonna use it this anywhere else just should take a few shots so I've wanted this is like le le thing with the many trash thrown on the ground some boxes and some huge pipes going through the ceiling and it's it's more like a cyberpunk ish more like a I don't want to say post-apocalyptic but it's something like this and these these little houses in here just to show a little more about the world where this bike where you can find this bike you know so I've block it this whole early I mean like a few days only because I wanted you to make to keep it simple and I went to show another marmoset scene and took everything in here and just added a few materials just to have some some different things going on and lights reflecting in here and just to to give this this visual is this thing a little more interest you know so so the beauty shots could could be more interest and [Music] yeah this was just for a few shots but in the the presentation itself it helped a lot in telling the story of this bike you know in this written in my presentation here you can see and I've made also a video just to see it's in you know some other some other points points of view and there's this technical shots that I have took earlier and then that other marmoset scene and the wireframe one just to show the the wireframe and this this marmoset viewer so the people who the person who see this could analyze it better and she should look at some points that I've didn't show in this images right here and all that is all that was missing now was the thumbnail why did I want it to talk about Tamina you because it it's as important as the presentation itself because it's gonna be at the the middle of many many minimum order arts from other artists and so many great arts you your tammany you have to stand out and in anyway so the the people see in their art station could see your in your art in the middle of there and have this impulse to click to click on it they have to see it so I've there is this test right here is a great tip to test some thumbnails like I've taken this screenshot and our station page and and made a little mask so I could simulate that my work was already there you know I took some random place in here and I've made this mask and I just took a few shots and I just different angles different point of view of the bike in I've tested all them in this in this simulation area so I can choose which one was better for me and which one stands out stood out more and and so the the people see it could could see it better who could find your art in the middle of the other ones and to click it and see it you know so yeah so yeah that was the full breakdown of my work and I want to thanks everybody for having me here for for watching this video through the end thanks once again stylize it station for inviting me it was a great rich pleasure should be a part of it and thanks to ghee Romario for helping me with feedbacks and critiques and also thanks for Jeremy dynasty with all all those those critics and feedbacks also in the in his live stream and if anyone if if you don't know it if you don't know him he has a discord channel called dynasty I could send you a link after and it's a great community of artists all around the world all around the knowledge the knowledge levels like there there are some students there are some people like 15 years inside of game industry already so everyone is willing to help when to to critique and to help you grow up as an artist and yeah I hope I encourage you to do your art and to do some truly prove your skills and in the this time this difficult time that we are going through and if you like what you saw you can check check on me in my art station page and all my other social media pages and if you have any questions feel free to ask me if you're free to reach me out and I will be glad to help if I could if I can thank you everyone I see you soon see you later [Music]
Info
Channel: Stylized Station
Views: 23,587
Rating: undefined out of 5
Keywords: substance painter, overwatch workshop, digital art, concept art, how to, maya tutorial, substance painter stylized tutorial, substance painter for beginners, maya tutorial for beginners, overwatch art tutorial, 3d modeling overwatch, hard surface vehicle modeling, 3d art, environment design, unreal engine, step by step, speed modeling, speed modeling blender 2.8, game art portfolio, game art, game development, game art styles, substance painter tutorial
Id: PVUw5MheypI
Channel Id: undefined
Length: 65min 16sec (3916 seconds)
Published: Tue Jun 23 2020
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