Has there been a style change to the visuals? This guy seems to have a more realistic slant the the previous stuff. Or is it just a case of the concept style differing from the in-game work? Gorgeous either way.
There actually was a change in style, but its still slightly more stylized than in this picture, we have plenty of artists with different personal styles working on it, so there will always be a bit of a difference from concept to final ingame version. But to get into the mood and get a feeling of the icy areas of our world this is just great
Crits:
The SSS combined with the lighting is making the nose almost glow in parts.
The soot around the eyes reads more like womens makeup to me than actual "soot". Blacker & more matte maybe?
@ralusek: thanks man, but to be completely honest, only the eye and hair shaders are completely from scratch by me, the skin is a modified version of http://unreal.rgr.jp/Mydownloads/WL-Shader/index.htm there have been a few things i didn't like or wanted more control over. The shaders all togeher are quite heavy, but well right now, we don't need to optimization ^^
@Scoob: yep its tesselation, a bit sucky in udk, compared to cryengine, also very slow when up close, but as its not decided yet which engine we will use in the end, we thought we just use the features we can, for now it will be just an artbuild anyways
however, i agree, on both, i will have to take back the transmission by a fair bit, especialy when facing agains the light, but i wanted the ears to "glow" already against the sky
as for the grime, yeah i know i think i'll try more, first of all i'll have to remove the skindetail from this part. i wanted that kinda oily reflection maybe it doesn't work. i'll need to add a glossyness map for more control
Thank you for the kind words on the artwork, I made them! Most 2D Stuff you have seen so far was mostly done by other artists and ye, as Neox already mentioned they go a slightly other style than I do.
it is udk yes, we did a lot of prototyping for different approaches in unity, we will show some of those prototypes that got a bit further later on. For example we did a more casual version of pinos journey with an easier to produce artstyle. Or we worked on a turn based version with battle ships you control. But we decided we still want to do the real deal, our initial idea, but now that we used the last few years to work on several big and artheavy productions, such as Brink, the Crysis Series or Halo 4 in a more focussed production way.
We talked abou porting everything over to unity as its so flexible. But recreating alle the shader would have been a pain to do. So we decided to port our old ~2010 demo to modern udk and polish it till we can use it to kickstart a budget for a production, of either a pitch, the first episode (pinos journey) or which would be the most awesome possibility a whole game.
Not sure if the shaders on the env are still exactly the same as before, if so it was basicaly a tweaked version of the tf2 shading.
make sure you include videos of yourselves talking about the game - humanizing the team helps on kickstarter, if it's too professional people just think you're a big studio trying to hop on the bandwagon.
first deformation tests, i think we will do the brows with floaters, the limitations of the mesh are pretty abvious in that area, not sure if i'm gonna add facial normal blends - well and i did a few more tweaks on the textures and shaders to mask off the glowing parts a bit better
got some nasty bouncelight in my scene making all the downfacing normals look too red, gives him some damn bloddy teeth :X need to update with manuels scene soon.
Replies
and a new key artwork for a new setting and faction of our world one of our concepters Simon just finished. More to come
also a small sneakpeak on what to expect characterwise
new shaders for eyes, skin and hair, and one strand of hair already modelled
Crits:
The SSS combined with the lighting is making the nose almost glow in parts.
The soot around the eyes reads more like womens makeup to me than actual "soot". Blacker & more matte maybe?
@ralusek: thanks man, but to be completely honest, only the eye and hair shaders are completely from scratch by me, the skin is a modified version of http://unreal.rgr.jp/Mydownloads/WL-Shader/index.htm there have been a few things i didn't like or wanted more control over. The shaders all togeher are quite heavy, but well right now, we don't need to optimization ^^
@Scoob: yep its tesselation, a bit sucky in udk, compared to cryengine, also very slow when up close, but as its not decided yet which engine we will use in the end, we thought we just use the features we can, for now it will be just an artbuild anyways
however, i agree, on both, i will have to take back the transmission by a fair bit, especialy when facing agains the light, but i wanted the ears to "glow" already against the sky
as for the grime, yeah i know i think i'll try more, first of all i'll have to remove the skindetail from this part. i wanted that kinda oily reflection maybe it doesn't work. i'll need to add a glossyness map for more control
@konstrukt: i wouldn't mind either
@ae.: will talk to the team about that there is lots that needs to be done ^^
Killer style.
lovely stuff.
some vegetation progress, good base for details
Dude this is awesome .
Can you tell more about the shaders you use . Is this something like team fortress 2 shader ?
BIG LOVE
We talked abou porting everything over to unity as its so flexible. But recreating alle the shader would have been a pain to do. So we decided to port our old ~2010 demo to modern udk and polish it till we can use it to kickstart a budget for a production, of either a pitch, the first episode (pinos journey) or which would be the most awesome possibility a whole game.
Not sure if the shaders on the env are still exactly the same as before, if so it was basicaly a tweaked version of the tf2 shading.
The soft look is actually done by lightmass, lot's of gi with high saturation!
Pray for a poor like me in IRAN .
We hope to get enough to make Airborn the way it should be, but you never know, still shocked that otherbrothers didn't make it
Small tree:
Keep up the good work guys!!
i want to play this now!
We're not on Kickstarter yet, first we want to create a mindblowing trailer..
You will be the first to see it here on polycount
first deformation tests, i think we will do the brows with floaters, the limitations of the mesh are pretty abvious in that area, not sure if i'm gonna add facial normal blends - well and i did a few more tweaks on the textures and shaders to mask off the glowing parts a bit better
got some nasty bouncelight in my scene making all the downfacing normals look too red, gives him some damn bloddy teeth :X need to update with manuels scene soon.