After the 3D tests I showed earlier I had a pretty clear path to go. Inked lineart did a neat job: it is clearly visible, gives a unique look and is well workable. The next step was coloring to create some final assets so I know it works for all the remaining pieces. From the concepts I had a good idea of how the coloring should look like – and I wanted to take the loose approach very directly into 3D.

Here are some 3D tests that are further along. Note though, that while these are real-time shots, they are not from the actual game. Certain features, like the black outline are still missing. But I think we’re close – the depth of field (blurring in the distance) is working already albeit not as perfect yet.

Here the texture of an oil barrel. Each object will have also a damaged version – thats what the cracks are for. For who is not into 3D usually: The light blue part is a normal map, which helps the game with the lighting. It adds little details like the rims, without having to change the mesh.
It was a guideline from the team to create these, because the Ardor3D engine is able to handle modern shaders quite nicely and we want to show that off (and it looked nicer anyways). While in the game the lights is not set up well yet, these normal maps will look better than in those test shots.

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