Cool, thanks for posting Jay. Very interesting to see their art and rendering methods broken down and explained. I'll have to watch it a few more times to properly get my head around all that lighting/material jargon.
really cool, the first few minutes when they are just talking about basic art principals was a little lugubrious to sit through, i dont think its a bad thing, just misleading when the video is suppose to be about lighting and shading and it was mostly first year art school design stuff.
i would of loved if they went more into the tech..
Hehehe...and here we see a sweet potato, rendered with a clamped hoosamawhatsis and several layers of glancing googlemazoos.
Seriously though, that was a cool video. Its nice to see such an indepth explaination of their rendering methods. I also really really love the idea of taking visual cues from "golden era" illustrations.
I love how they're putting in this tech for a cartoony game, not just saying "well it's cartoony, so just do some basic cell shading and it will run fast".
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ME RIKEY.
Awesome Jay. They talked about this last year at the Source Dev. Conference, I'm glad they put this out for the public.
ME RIKEY.
[/ QUOTE ]
Me rikey rong time arso.
-caseyjones
"BORING"
They just dont understand. Obviously 13 year old halo addicts
This was an interesting video to watch
Hilarious comments.
"...what...? that was way to fucking complicated. damn giant words lol.
still looks like a sick game, I love the sort of cartoon style it possesses... whoa I think the video just made me use a big word!"
i would of loved if they went more into the tech..
Seriously though, that was a cool video. Its nice to see such an indepth explaination of their rendering methods. I also really really love the idea of taking visual cues from "golden era" illustrations.
I'd really like to make a character like this