Are the models using only diff maps or normal, spec maps too?
the images showcased here are viewport renders using diffuse in full bright and doctored in Photoshop.
our character models use basic diffuse, specular, and glow maps. the engine does support normal maps but are used sparingly, mostly for particle fx.
our hero armors also use a tint mask map - the R channel defines values that reference a master gradient-style tint texture, the B channel defines tint masking.
Would really love to see some environment breakdowns too :P
i hear ya. i haven't seen any yet. i've asked the environment team for links and will let you know. in the meantime, enjoy this video showcasing some of the new environments in RoS:
You guys really did amazing work on this. I'm a big fan of the art style!
What kind of poly budgets did you guys work with? These characters seem very efficient. Any specific reason you guys went this low? I'd figure present day systems would be able to handle more. Just curious!
What kind of poly budgets did you guys work with? These characters seem very efficient. Any specific reason you guys went this low?
i am never given poly budgets. those performance numbers must exist somewhere because a tech artist, lead or animator might suggest using a different poly count but that information is not usually provided.
i use the polys i need and try not to be wasteful. depending on how big the monster's footprint will be, how complex its shape, UVs or animation might be and how close it might be viewed, based on what's been done in the past, directs my poly use.
although a lot of work had been scrapped over the years, some was also repurposed and i suspect it also has a lot to do with the game's content and engine being some 10 years in the works.
the rules were set by the first 5 monkeys so i can only speculate as to why the limitations we have exist. the game's art direction has changed hands a few times over the years.
the natural benefits of this might be that we could allow more characters on screen at one time, although usually the cost of the shader is more important. maybe it allows for a larger spectrum of computer hardware or players with low-end computers.
originally the game cam didn't zoom at all meaning the monsters and npcs would only be viewed from a set camera distance. once the feature was added, i'm sure it made some artists uncomfortable which eventually resulted in poly counts and texture sizes increasing.
our weapons were very low poly using tiny textures at one point. one artist started using high counts with larger, more realistic textures. they looked awesome so that eventually became the new standard.
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Thanks
the images showcased here are viewport renders using diffuse in full bright and doctored in Photoshop.
our character models use basic diffuse, specular, and glow maps. the engine does support normal maps but are used sparingly, mostly for particle fx.
our hero armors also use a tint mask map - the R channel defines values that reference a master gradient-style tint texture, the B channel defines tint masking.
i hear ya. i haven't seen any yet. i've asked the environment team for links and will let you know. in the meantime, enjoy this video showcasing some of the new environments in RoS:
http://youtu.be/ebt3rErv6LE
What kind of poly budgets did you guys work with? These characters seem very efficient. Any specific reason you guys went this low? I'd figure present day systems would be able to handle more. Just curious!
i am never given poly budgets. those performance numbers must exist somewhere because a tech artist, lead or animator might suggest using a different poly count but that information is not usually provided.
i use the polys i need and try not to be wasteful. depending on how big the monster's footprint will be, how complex its shape, UVs or animation might be and how close it might be viewed, based on what's been done in the past, directs my poly use.
although a lot of work had been scrapped over the years, some was also repurposed and i suspect it also has a lot to do with the game's content and engine being some 10 years in the works.
the rules were set by the first 5 monkeys so i can only speculate as to why the limitations we have exist. the game's art direction has changed hands a few times over the years.
the natural benefits of this might be that we could allow more characters on screen at one time, although usually the cost of the shader is more important. maybe it allows for a larger spectrum of computer hardware or players with low-end computers.
originally the game cam didn't zoom at all meaning the monsters and npcs would only be viewed from a set camera distance. once the feature was added, i'm sure it made some artists uncomfortable which eventually resulted in poly counts and texture sizes increasing.
our weapons were very low poly using tiny textures at one point. one artist started using high counts with larger, more realistic textures. they looked awesome so that eventually became the new standard.