-
Posts
129 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Blogs
Everything posted by LLaney
-
Some talking swords can get really dirty when used. "Yes, yes... grab my handle... feel it. Now put them forward... harder....harder... i want all that moisty flesh..." That opens all new kind of dungeon. what about a talking scabbard (nsfw text)
- 1423 replies
-
- 10
-
Dammnnnn good catch... now i need a maneha Hive Queen battle I could hardly blame you for not believing me but I didn't actually base my initial drawing of Maneha (that Kaz painted over) on anyone. There are absolutely times when we riff on real people, but oddly this was not one of them. I fully embrace her sigourney-ness though.
-
Art Issue
LLaney replied to selkino's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I'll let Kaz know that you'd like to hear more about animations. I am but a lowly concept artist - as much as lighting tech is not my jurisdiction, animation is even less so lol -
Art Issue
LLaney replied to selkino's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That is great news, I'm happy it'll look more realistic. But what do you mean by realism? Better 3D modelling = realism? To me art is not essentially about realism. IWD didn't perform well in regards of realism. In fact we all know realism was not its strong side, but still, when you look at the art... it comes out on top. And it's not just an issue of taste. It's just amount of artwork put into the game. Hand drawn pictures, little details everywhere. An oil painting is not realistic and yet... I hope you get what I mean. I do know what you mean, unfortunately I can't really explain the improvement with words The idea of 'richness' (as present in oil paintings for example!) has a lot to do with the subtle nuances of color that you perceive in reality but are often very limited in video games. Different types of light have different effects on the things around it, like how a campfire makes everything around it look different than a lightbulb. Again, we have something coming to demonstrate this, and also this is not my area of expertise - I do think you'll be happy with how things look, though! And as for art in terms of non-3D-graphics related things, we have greatly expanded the presence of scripted interactions and in general put a lot more care into presenting information in UI with visual aids and iconography. Trust me there is a lot to look forward to. -
Art Issue
LLaney replied to selkino's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
In POE2 we have access to much more advanced graphical tools. We will have something to demonstrate their effect on the game soon. Basically, we have done everything we can to achieve our POE1 goals (essentially: realism) to much greater effect.- 32 replies
-
- 13
-
Like Dimitri said, as in POE1 we start with something grounded and use that as the foundation for the more out-there stuff as it becomes needed. We have redesigned and recreated almost every base armor from POE1. We tried to make sure there is a bigger visual difference between quality tiers. Lower quality tiers may in some cases make concessions for the climate, but higher quality tiers are full coverage and overall look much more impressive, but not implausible. For example the normal tier chain looks similar to how it did in pillars 1, but the highest tier has chain that goes down to the knees, longer sleeves, steel bracers and greaves, a chain gorget, etc. At least for the standard suite of armor types we don't try to reinvent the wheel, but it is definitely important to me for things to feel if not authentic then at least believable.
- 72 replies
-
- 32
-
As you might be able to tell from the fire godlike in the Fig video, the godlikes have undergone quite a facelift. In the case of the death godlikes, for the purposes of looking even more like a creepy eldritch nightmare, it has been more of a face... reduction. Which sounds dubious but they're gonna look soooooo good