Is the polish work with the ground textures done with Lerp based vertex painting, or are you using a lot of decals? Or both? because DANG what a difference that makes!
Also, with the corners on the pilasters from the shipyard, are those decals over a tiling texture, or are they part of the individual asset's texture?
@Makkon:
The polish don't use color vertex. We had a second UVs set for every static prop in order to bake lightmaps. We used these sets to paint blending masks.
The puddles are made with alpha blend but they're just quads added over the ground, not real decals.
Some tiling texture is also used to blend walls with ground.
Just like this:
Corners of the shipyard are modelised for a better silouhete. They have there own tlling texture.
Man I loved Dishonored... If ever there was a game I wish we could get on next gen with no compression in 1080p, it was this. The art deserves it so badly...
It makes me so happy to see these, i'd always wondered why the artists who worked on this never shared their work, when this is hands down some of the best stylized environment art i've seen in a while. It's unique, it's got it's own style and vibe and it's really well executed.
I've also always wondered how you guys always managed to keep the look of the textures throughout the whole game. Did you have a series of PS actions / filters that you'd use as base, then paint them with customs brushes from there, or is everything "eye balled"?
I'd love to know more about your texturing workflow, you've explained your zbrush / bake process, it seems pretty straightforward but what amazes me is how beautiful your Diffuse maps look, could you talk a bit more about the process you guys used?
And a big thank you for sharing your process, and for making this game. It inspired me so much, and i've finished it twice already and got a ton of screenshots for reference / inspiration that I look at up to this day!
Thanx you all for your nice comments I'm happy to hear them all. Soon, one of my friend and workmate should post some more Dishonored props of his own. I will maybe also post some.
to answer your questions:
-@Artic: Oriented normals, it means that we moved them manually and lock them. This way, they can all look in the very same direction. Especially when you have large planar surface that avoid having subtil gradients in your normal map who could look ugly after compression. I worked on Brink before, that's where I learned this workflow. That's very convenient when your low-poly is very low. It's not very interesting for nextgen assets.
-@[HP]:yes we have a series of PS actions / filters, and even our homemade filters. But there is an important paint work after them.
We were not a lot of env-artist working on dishonored. About 10 or 12 persons was the highest rate, including lead and contractors. We used to work all in the same room. That made things easier to get this unity in texture style.
SO FUCKING GOOD!!!
Fantastic acheivement by all of the team. I just need to go back and actually complete the game now
Am I right in thinking there is going to be a Dishonored art book released soon?
Finally! Ive been waiting for those environment stuff quite long Great stuff man! Ive been playing recently Dishonored and really enjoyed that. Was thinking to buy additionally PC version (instead of ps3 one that ive played) just look closer on those textures/models (on ps3 ver everything was optimized to the point that most of texts where to blurry ).
Thanks for those!
May be possible see the modular interior pieces of a mansion (like that of Brigmore Witches or that of Lady Boyle)? I'm curious to see from which basic architecture elements these intriguing environment came from.
Yeeaahh, I'd love to see more Dishonored artists posting in here. It's seriously my favorite game, sometimes I play it just to look at the art and take screenshots.
Absolutely inspirationally good! Thank-you for sharing this.
How do you get the textures for you bushes? I had to make some last year and I couldn't find any decent images to get the texture from. Could you do a step by step for them?
beautiful texture work. I am also curious about layout design and model planning for your environments. Like how did you guys know the size of your walls for example and whats the mindset when you build a room, layout,model placement, floor design. I look at some of the scenes and I am like, man how did these get started...anyway great work.
Thank you for posting so much pictures! Now I can really see how the textures looked.
How did you deal with keeping the style throught the entire team?
I was amazed by the art of Dishonored. It's one of the most stylish AAAs I played. It was really an experience to me and remember a lot of places from Dunwall. The art made sense. It had purpose. Iit was consistent in building the image of the city, which in fact never existed - no specific period or place in the map like that plagued Dunwall - yet it was convincing. All levels of art contributed to that feeling, from the city plan to the items I could pick up.
Could you go into more detail about the process of creating your diffuse textures using filters? I'm curious if something similar can be done using the standard filters within photoshop.
Replies
Also, with the corners on the pilasters from the shipyard, are those decals over a tiling texture, or are they part of the individual asset's texture?
The polish don't use color vertex. We had a second UVs set for every static prop in order to bake lightmaps. We used these sets to paint blending masks.
The puddles are made with alpha blend but they're just quads added over the ground, not real decals.
Some tiling texture is also used to blend walls with ground.
Just like this:
Corners of the shipyard are modelised for a better silouhete. They have there own tlling texture.
I wish more of you guys publish material about the game.
Really nice job guys, Im looking forward to see what is your next game!
Cheers!
What means "oriented normals"?
I've also always wondered how you guys always managed to keep the look of the textures throughout the whole game. Did you have a series of PS actions / filters that you'd use as base, then paint them with customs brushes from there, or is everything "eye balled"?
I'd love to know more about your texturing workflow, you've explained your zbrush / bake process, it seems pretty straightforward but what amazes me is how beautiful your Diffuse maps look, could you talk a bit more about the process you guys used?
And a big thank you for sharing your process, and for making this game. It inspired me so much, and i've finished it twice already and got a ton of screenshots for reference / inspiration that I look at up to this day!
Keep it up man!!
to answer your questions:
-@Artic: Oriented normals, it means that we moved them manually and lock them. This way, they can all look in the very same direction. Especially when you have large planar surface that avoid having subtil gradients in your normal map who could look ugly after compression. I worked on Brink before, that's where I learned this workflow. That's very convenient when your low-poly is very low. It's not very interesting for nextgen assets.
-@[HP]:yes we have a series of PS actions / filters, and even our homemade filters. But there is an important paint work after them.
We were not a lot of env-artist working on dishonored. About 10 or 12 persons was the highest rate, including lead and contractors. We used to work all in the same room. That made things easier to get this unity in texture style.
Fantastic acheivement by all of the team. I just need to go back and actually complete the game now
Am I right in thinking there is going to be a Dishonored art book released soon?
Thanks for those!
Really hope that we as artists don't lose this care with diffuse maps now that we are moving towards PBR and automatized methods
Especially enjoyed your breakdown of the hedges, definitely going to try that.
May be possible see the modular interior pieces of a mansion (like that of Brigmore Witches or that of Lady Boyle)? I'm curious to see from which basic architecture elements these intriguing environment came from.
Keep posting awesome art!!!! :):)
How do you get the textures for you bushes? I had to make some last year and I couldn't find any decent images to get the texture from. Could you do a step by step for them?
Keep up the good work!
Can't stop to look at the models and textures.
How did you deal with keeping the style throught the entire team?
I was amazed by the art of Dishonored. It's one of the most stylish AAAs I played. It was really an experience to me and remember a lot of places from Dunwall. The art made sense. It had purpose. Iit was consistent in building the image of the city, which in fact never existed - no specific period or place in the map like that plagued Dunwall - yet it was convincing. All levels of art contributed to that feeling, from the city plan to the items I could pick up.