Hi I've just been looking at the trailer for Abzu from E3 and am blown away. It makes sense as the art director is Matt Nava (same guy behind the art for Journey) I really love the visuals and would love to create something similar but was wondering just how much of this work is just well painted diffuse textures. It seems…
@EarthQuake totally agree. Im just trying to understand more on a technical level how everything breaks down so I could give a shot at making something similar. Any chance anyone's seen a UE4 tutorial with a similar visual style? @Ged what is the difference in a PBR versus diffuse setup? I am under the impression that…
I think the shader has very little do to with the look of this game. The big factors here are art direction, lighting, color choices, overall asset design and art style. I think you're really missing the broader picture if you think you can make a game like this by painting your diffuse maps a certain way, that's only a…
looks like its all geometry defining the shapes with a pbr material setup to me. Diffuse would probably mip map quite a bit and loose that crisp finish. Judging by the larger scenes Id say they use a variety of techniques, its not some one size fits all workflow that is applied to all objects and vfx etc, some parts look…
While the diffuse is there, there's also definitely a specular (or similar) term and possibly even a normal map in places contributing to the look. You can really see both in some of the screenshots in this article:…
Ged is saying, I think (and correct me if im wrong Ged) that unless you had prohibitively large textures, the mipmaps would usually cause the sharp edges to blur out when seen on smaller instances of the objects (that whale screenshot perfectly demonstrates how crisp things stay when in the distance). That would suggest…
oh for sure..that's a given. The art direction is what makes the look, but on asset by asset level, I still suspect there's some custom shader work helping sell the look. Screenshots like this make me think it isn't your standard blinn-phong: http://cdn.escapistmagazine.com/media/global/images/library/deriv/927/927537.jpg…