Hi friends! Not sure if i'm correct here, but my issue is heavily technical - but of course about game art. Anyway this is pure self-advertisment. I write an articles about...
"Fakes & Tricks of games which impressed me"
It goes about crazy ideas or awesome tech fakes which made an cool effect. I write about this in my blog and collected everyting i can remember. Feel free to comment about my stuff, explain what i didn't understood or tell me about what stuff impressed you.
Currently i re-structure my blog so every trick gets an own post. This makes it more easy to edit and comment on it.
Thanks for you comment. Unfortunately it seems that you're not right 100%. More about this in the expanded version of the fallout 3 post.
Thank your for the link! It seems that they let the extra geometry stay right? but i dont understand how they avoid zfighting. also in fallout 3 i cant see the extra geomtry in the wireframe. more about this in the expanded version of the post.
Good to hear. Yes it doubles the mesh stuff but i think that triangales aren't the problem of the latest graphic cards. its more about texturesize and complex shaders i guess. so should be ok...i think
Thanks All the stuff (or most of it) will be expanded a bit.
In fact, they're black walls. That's what made me so excited about writing an article about fakes and cool tricks in games.
Never played AnimalCrossing but i'll check some videos out. Thx!
You might be interested in giving NifSkope a whirl to take a look at the model files.
Thanks, i'll check this tool. Hm not sure about the textures. But an friend mentioned a way they could have do it (i'll try to find out): Maybe the decals are placed in the Fallout Leveleditor on the stone and then stored as prefab. So every level designer could use this stone with decals (without having to add the decals to every stone). We'll (hopefully) see
#1 Fallout 3 - Edges
#2 Teleglitch - Viewcones
#3 Teleglitch - RGB Flickering
#4 Diablo 3 - 2.5D Trees
#5 Warcraft 3 - Billboards
#6 Divine Divinity - 2D Reflexion
#7 Cell Shading
#8 Deus Ex - Occlusion
Exact! But to be honest, i think it would be better without these vert movement because normally i would try i "hide" the fake. But especially when walk through doors, you can notice it pretty good. Anyway, it's awesome. And i got the link to the code from the developer, so check it out if you're interested. Link is in the teleglitch article.
#9 Deus Ex 3 - Folds
#10 Deus Ex - Scan Lines
#11 World of Warcraft - Balloon
The last one is brand new and maybe you can help to find the solution. Here is a hint picture:
after that you can setup uv's for the 3 channels that aren't distorted and lerp between distorted and non distorted uv's for hte r, g and b channels.
Take a look at this screenshot, where it's obvious there are a seperate door and wood texture:
Or the right side of this picture:
(Taken from this review, which has more high-res pictures showing it.)
As for the WoW balloon... is it a billboard affected by a mask over the details of the balloon texture? That is pretty interesting.
The WoW billboard trick is very cool!
I updated the lower part of the WoW Article and i found out that the big quad isn't the yellow hot core. It's just a subtle glow around the balloon. For a picture check the article. :,(
Thanks for the replies, i'll read them later. (it's pretty early )
also, magic carpet creatures made using flat circles:
Haha, yeah Duke Nukem!
I noticed allot of Nintendo games have cool stuffs in 'em.
Then you should checkout Halflife2. It uses detail maps also very much. And of course Unreal Tournament 3. And to your suggestion: no, it's done like Neox said. Checkout the added explanation in my article
I wish i could say i revealed the trick but i was wrong The billboad is only for the glow. But i like it anyway
Yes thats right, the Duke Nukem "Mirrors" where nice Awesome idea to rebuild the room to fake a reflexion. I think this could work today too, because we don't have any good realtime reflexions in the games...
Didn't played it. Do you have cool examples?
Also the Warcraft 3 flat sphere things.
You could bake a sphere to a quad for a normalmap and make it react to light properly, instead of faking it with view dependant darkening. You wont see the backside of a sphere anyway.
It fun seeing things you thought of by yourself and seeing them implemented in games way before you thought about it.
So there's no confusion as to whether something is farther in zdepth or not; it's all happening within one piece of geometry in a two-pass shader.
(I may be a bit wrong with my terminology, but I'm quite sure about the actual concept. :P)
I mentioned the zfighting problem not in regard of the outlines I was thinking about the decal stuff. But i asked a guy and he told me that these have differnt material ids and so they can have a higher priority.
A new article is out!Yeah!
#12 Assassins Creed 3 - Windows
That old pdf on SotC and ICO tricks was cool and relevant to this topic. Can't find the exact PDF atm, but this page seems to cover most of it: http://teamico.wikia.com/wiki/Graphics_and_post-processing_effects_used_in_Shadow_of_the_Colossus
Watching you backwards engineer our pipeline and problem solving is very entertaining. :thumbup:
Keep it up dude!
Btw. Here is a nice technical trick im realy in love with the last couple weeks! Its the mesh and texture morphing of the new gina sisters game! Its a great way to manipulate the whole environment! http://gianasisterstwisteddreams.com/morphing-the-world-in-project-giana/
nice article... i love the tricks of the trade, the smoke and mirrors etc
I don't think AC3 uses anything this complex/advanced though. It looks to me as if it's a simple parallax mapwith a slow scroll. Just a blurry tiling texture with light rectangular blobs. This is also why the 'corners' of the room are darkened. Having actual detail in the image would give away that it's a flat texture in less than a second.
Awesome stuff Simon. In regards to the AC3 windows, I remember Epic talking about doing stuff like using the camera vector and sliding various textures (example shop store front) in a powerpoint. Think it was the modularity one.
any way, after i read all these articles, i did remember that i noticed one game that use a trick about anime character like the game "dragon saga" which you can see the inside month but it was 2D texture... until i did noticed that the toungue and teeths are moving, i was thinking if it was that cubemap trick you did talked in the article ? i'm very interested to know how they did.
BTW, this is a really cool thread. Brings back memories.
A lot of those EA sports games pioneered some extremely creative visual tricks given the tech. So did the MGS games.
Things like anisotropy (on hair) can be faked using a reflection with a small texture using horizontal lines.
'Fur Shells' is an interested technique used by Conker, and Shadow of the colossus (with vertex alpha for wispier transparencies).
I remember there were some cool FX, and UI tricks, Trees in BF2 used billboarded leaf clustered with soft-particle type behaviour. mmmm...
Btw, made a tutorial covering how you would go about creating a sculpt for something like that. [ame="http://www.youtube.com/watch?v=v22BKbcGZ2s"]Broken Concrete For Cryengine 3 Tutorial - Intro - YouTube[/ame]
Thank you! Oh yeah, the tricks they do are really amazing. :,)
I LOVE the ac shadows since the first one. I have no idea how they do these great stuff. But interesting note: at least in part 1 & 2 the didn't had shadows in the indoor rooms - but it wasn't a big issue. Looked stunning anwayway and there were not much int. rooms.
The ICO/SotC Tricks are mindblowing. I have a document about SotC linked in the old version of the game art article...i'm not sure how i can place them into the blog. anyway, if you're interested, this is the link.
The trees in D3 one of the most awesome and bravery stuff i ever saw!
Thank you very much And please bow in front of him for me instead because i think i did one of the most perfect assets i every saw. All is fitting so well together. model, texture, style and tech. Wow! (i mean that as "wow!" , not as "world of warcraft" )
Glad you like it
You crazy guys! I would love to checkout the wireframe of this bad boy but unfortunately you made the game iron save. I can't rip anything via dx ripper, there is note wireframe mode and no model viewer :,( Damn you Dont make me installing Windows as 32bit to have access to the global system monitoring feature from dx ripper...
Thank you for the question! I'm currently writing the answer into the article
Thanks! I have some issues left i want to talk about but soon i trust in you guys
I love you nickname, because it has the car number from donald duck in it awesome! Oh and thanks for the feedback. i answererd your pm
THX, will try
Thx man! Hm...what do you mean with smoke?
Thx. When i'm out of issues i hope for your guys help
Thanks for the link! I'll add this to the article. There is another paper i alread linked but its never enough
Regarding the AC3: i think you are right. and i love it. I love when people making awesome stuff with small tech
I have to checkout Halo....thanks for the tip!
Thanks for the link, will add this to the article. Do you have a link to this powerpoint? would be awesome!
Cool video!! Will add them later. So sad that i can't access the files from Deus Ex Would love to see how thair textures look. Cause the got these cool "round" lines...
Sounds intersting. I have to check this out. But i' afraid that its nearly impossible to rip the assets and look at them. On the other hand....it was done with the game cube zelda in the past....hm not sure. thanks for your comment!
Hello again Do you think the NBA games did mirror their geo? In fact, its always mirrored (2nd camera) but do you think the artists made this in 3dsmax and "faked" it that way? I heard that mirroring was no big problem until console games became strong. Cause consoles arent strong enough to make this in realtime no game included it....but thats only what i heard...
Battlefield rocks! I have an issue in mind regarding BF bad Company 2. Soon
Right, but i checked the UV of the stone and found nothing But maybe i overlooked something...
I you did a tutorial. Cool! Thank you for this!
very true, recently, i did some investigation about other game who use that kind of art style, apparently there are few game like "tale of graces F" and other "tales of" serie as well other game on psp. i hope this hint will help you to decypher these games by the way, you can check this video for yourself and sorry if it's french.
[ame="http://www.youtube.com/watch?v=rZ32_rXwLQ0"]Tales of Graces f : Playthrough / Gameplay #01 - Une fille myst