Tag Archive: Assets

Asset: The Bus

One of the assets rushed in for Indigo. Will get some brush-up and normal maps later.

That was by the way some of the interesting feedback I got: the most rushed assets got repeatedly positive reactions. My perfectionism makes me cringe a bit – but of course I should be happy because I can work much faster than I did with some of the older assets. They turned out too detailed – it does not only not show up but also makes their impact lower.

So maybe even this one is a bit more than needed.

Final Asset: The Farmhouse

One of the first bigger assets in it’s final form: the farmhouse. Which is right next to the start on or prototype level. I made a little turnaround movie – one with the diffuse map, and one with just the normal map (Normal maps are basically just showing the shape of a form, instead of the color).

I think I’ll keep this style throughout the project – after all the testing I’ve written about earlier, I’ve got it working: It’s quick, and unique enough. With some after effects we’re planning for this should work well in the final game (again, those asset shots are not done in the real engine yet, but close to it).

More Steps in 3D

On request to add desktop sizes of the last images, I’ve made the caromble wallpaper page. Hope this works for everyone.

And the following images are some more asset-shots to test the final 3D look.

As pointed out in the last post, this is not in-game, but close to it. If we get features like the black outline to work, it will help us also with the gameplay. We could change the color to highlight important objects.

While working on the cow screenshot, there was a little accident. I put the wrong texture on all objects. But I think it actually has something to it – it looks more gritty, evil and in despair. Wile the overall technique for the other assets is ok, I will try to incorporate some of the effects from this mistake. Maybe the cow will get a gasmask one day.

Next Step in 3D

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.