guys, its just shells - this technique has been used on shadow of the colossus on ps2
they are easy to lod and cut down to be more performant, and its not like its beeing used as a fullscreen feature with dozens of shells on the whole body of him. it may be used for some creatures but we recieved good enough results with 2-3 shells and hard alpha.
i can post some tech shots once i'm back home and the funeral of my dad has happened.
the eyes are pretty much the same tech as in crysis3, you can read about it in their techdocs.
Actually they used shells and fins on shadow of the colossus, 5 layers of shells on massive characters that take up the whole screen at time, PLUS fins that are perpendicular transparent textures as well. On a ps2, 12 year old hardware, with no performance or alpha sorting issues.
guys, its just shells - this technique has been used on shadow of the colossus on ps2
they are easy to lod and cut down to be more performant, and its not like its beeing used as a fullscreen feature with dozens of shells on the whole body of him. it may be used for some creatures but we recieved good enough results with 2-3 shells and hard alpha.
i can post some tech shots once i'm back home and the funeral of my dad has happened.
the eyes are pretty much the same tech as in crysis3, you can read about it in their techdocs.
Sorry about the funeral, don't feel pressed to show any shots in a rush mate.
Also, while it's true the PS2 and many games of that era had shells, lets not forget that they weren't running on DX9 hardware, and I remember one guy on the GameArtisan forums who worked on a Tony Hawks game explained that due to restrictions in the shader format, when he was making the port of the game for the PS2 with the animal models, they had to make shells a separate draw-call, but the sorting and performance was MUCH better in the way they were rendered and read out.
A quick google search seems to support this idea that certain things were much better rendered on pre-DX9 standard hardware.
So basically, games like Shadow of the Colossus and any other game that used shells in old games, had both better AND cheaper sorting/performance needs then current hardware with DX9, 10 or 11.
Hence why I'm asking about this specific case, especially if you don't have the source code, and are forced to use the bog-standard shader base code provided from UDK with warts and all.
Actually they used shells and fins on shadow of the colossus, 5 layers of shells on massive characters that take up the whole screen at time, PLUS fins that are perpendicular transparent textures as well. On a ps2, 12 year old hardware, with no performance or alpha sorting issues.
For the fur : 6 is the common number, but some Colossis can go higher (the first one has 8 layers for example).
PS2 has 48gb of bandwith per second, double of what the PS3 has today. It's hard to compare when you don't have the same bandwith. And the game on the PS2 was still with a poor framerate.
Here is the last piece of concept art for Airborn in 2012. We hope to have more time in 2013. Stay tuned for some more updates.
It is a concept for an interior scene in the mediteranian parts of the world.
Click for HD
Thanks everyone for the support and a happy new year!
I don't know if I can doublicate geometry in the shader in udk, therefore the fur is oldschool ..
The hair shader is dx11 but not too fancy, just inspired by the samaritan demo.
hey man, totally understand if you don't want to, but would you mind showing the shader for the hair? either way, it looks stunning! good job man!
just read the techdocs for the samaritan demo, as opposed to the early graphics tests, we barely try to invent stuff or well, try out stuff that might not work in 3d. But use working techniques and combine them as we need em.
ah okay, i always wondered how well it would work with long hair, seems like it does pretty well! did you force it to taper towards the ends or is that just my eyes playing tricks on me?
Here is the last piece of concept art for Airborn in 2012. We hope to have more time in 2013. Stay tuned for some more updates.
It is a concept for an interior scene in the mediteranian parts of the world.
Click for HD
Thanks everyone for the support and a happy new year!
Waaa this is amazing!! Keep up the jaw-dropping work! Just wondering, how will you guys get in the air-gameplay in to all of this and make it run good with the 3rd person gameplay? I know you had some discussion earlier in the thread about that, but wondering if you might update on what will come?
Waaa this is amazing!! Keep up the jaw-dropping work! Just wondering, how will you guys get in the air-gameplay in to all of this and make it run good with the 3rd person gameplay? I know you had some discussion earlier in the thread about that, but wondering if you might update on what will come?
we are currently eorking on several gameplay prototypes, one of those will feature the air gameplay. Not as finally polished as the ground gameplay though, but still.
It is very likely that we will not be able to have the original 3rd person levels in the air gameplay. But as you are flying a plane and are not able to stand still this will not be a huge break between the two systems.
you leave the island in some sort of sequence and will then be on the "worldmap" the 3d flight that connects our levels.
You will not be able to land on all islands from the start some will not have the right landing platforms for planes, others will not allow you to land. so we can limit the amount of levels in a pretty natural, or setting appropriate manner.
Man everytime you post some updates - i really wish to play this game.
Very nice.. i love the handpainted textures on that bridge and what you did with the blockout in gerneall.
Saw the latest screenshots in the What Are You Working On thread and had to come snoop around this thread. Great colors and atmosphere! The mood is bright and makes me wish I could go have a small adventure there!
first day back working, still not really fit. however here is an update on Pinos plane, wokring on hetting it A) gameready and rigged again and working for print with wired rotors and all kinds of features - which eats the most time :x
wipeout: i'm not registered at gamerswithjobs, but thanks to facebook i know Ian posted over there, if you have any questions regarding the game, production or whatever - just shoot
aaanyways, the weels can now be moved into the body, the back wheels just clap up and are directly below the exhaust (maybe i should ads a small shield inbetween, so it doesn't burn the rubber )
but anyways here are some mechanics shots. they will not work in realtime, but good enough from gamedistance, i will not make them work for real in the print my engineering skills are just too low :X
How about you add them as separate pieces, that way peeps can have the option of landing gear down or up :>
No mechanics involved i dont think, just maybe some extra pieces that peeps can attach or deattach
okay today i went back into unity, besides tweaking of some gameplay stuff and adding a bit of very basic functionality to one of the prototypes. I fiddled around with our cloud generation - while it still has some technical flaws/bugs and i'm not happy with all of them (As i'm still testing on how to get the most predictable and best results) I am overall quite happy with the results
first image = ingame view
second image = unity view with camera selected
third view = test with a large object coming through clouds - like a big ship or something in that regard
still loads of stuff to be done, the skybox is super crap i'll have to create a dome at one point, which will need some shaderwork :X
Also i further worked on the plane but i guess its getting kinda boring with all those changes, that don't make a difference to most of you - so no images from that today
Replies
they are easy to lod and cut down to be more performant, and its not like its beeing used as a fullscreen feature with dozens of shells on the whole body of him. it may be used for some creatures but we recieved good enough results with 2-3 shells and hard alpha.
i can post some tech shots once i'm back home and the funeral of my dad has happened.
the eyes are pretty much the same tech as in crysis3, you can read about it in their techdocs.
Also, while it's true the PS2 and many games of that era had shells, lets not forget that they weren't running on DX9 hardware, and I remember one guy on the GameArtisan forums who worked on a Tony Hawks game explained that due to restrictions in the shader format, when he was making the port of the game for the PS2 with the animal models, they had to make shells a separate draw-call, but the sorting and performance was MUCH better in the way they were rendered and read out.
A quick google search seems to support this idea that certain things were much better rendered on pre-DX9 standard hardware.
So basically, games like Shadow of the Colossus and any other game that used shells in old games, had both better AND cheaper sorting/performance needs then current hardware with DX9, 10 or 11.
Hence why I'm asking about this specific case, especially if you don't have the source code, and are forced to use the bog-standard shader base code provided from UDK with warts and all.
For the fur : 6 is the common number, but some Colossis can go higher (the first one has 8 layers for example).
PS2 has 48gb of bandwith per second, double of what the PS3 has today. It's hard to compare when you don't have the same bandwith. And the game on the PS2 was still with a poor framerate.
PS2 : http://en.wikipedia.org/wiki/PlayStation_2
PS3 : http://www.ps3devwiki.com/wiki/RSX
Here is the last piece of concept art for Airborn in 2012. We hope to have more time in 2013. Stay tuned for some more updates.
It is a concept for an interior scene in the mediteranian parts of the world.
Click for HD
Thanks everyone for the support and a happy new year!
Airborn on Facebook
Airborn on Deviantart
happy new year to you as well!
hey man, totally understand if you don't want to, but would you mind showing the shader for the hair? either way, it looks stunning! good job man!
also, my condolences. i'm sorry for your loss.
How would one go about putting up perspective lines for an interior like this?
Love the art for this project!
Its just good old 3 point perspective
ps : you forgot the bottle of jagermeister !
Update:
"finished" the bridge area
Thx to Johannes for feedback and the building idea!
we are currently eorking on several gameplay prototypes, one of those will feature the air gameplay. Not as finally polished as the ground gameplay though, but still.
It is very likely that we will not be able to have the original 3rd person levels in the air gameplay. But as you are flying a plane and are not able to stand still this will not be a huge break between the two systems.
you leave the island in some sort of sequence and will then be on the "worldmap" the 3d flight that connects our levels.
You will not be able to land on all islands from the start some will not have the right landing platforms for planes, others will not allow you to land. so we can limit the amount of levels in a pretty natural, or setting appropriate manner.
Very nice.. i love the handpainted textures on that bridge and what you did with the blockout in gerneall.
Gute Arbeit Jungs
You guys rocks!
What, What?
Is this a possibility of no Airbørn action?
Get well soon, loving the work!
some functionality from a while ago
http://airborn-studios.com/projects/2013/airborn/vehicles/sparrow_03.jpg
this may sound strange to some now hehe -
wipeout: i'm not registered at gamerswithjobs, but thanks to facebook i know Ian posted over there, if you have any questions regarding the game, production or whatever - just shoot
aaanyways, the weels can now be moved into the body, the back wheels just clap up and are directly below the exhaust (maybe i should ads a small shield inbetween, so it doesn't burn the rubber )
but anyways here are some mechanics shots. they will not work in realtime, but good enough from gamedistance, i will not make them work for real in the print my engineering skills are just too low :X
No mechanics involved i dont think, just maybe some extra pieces that peeps can attach or deattach
first image = ingame view
second image = unity view with camera selected
third view = test with a large object coming through clouds - like a big ship or something in that regard
still loads of stuff to be done, the skybox is super crap i'll have to create a dome at one point, which will need some shaderwork :X
Also i further worked on the plane but i guess its getting kinda boring with all those changes, that don't make a difference to most of you - so no images from that today