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384 ExcellentAbout Dimitri Berman
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Lead Character Artist
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Lindsey designed all the companions and most outfits in our game. A lot of portraits. Also a lot of hairstyles and metric load of the scripted interactions. And other stuff.
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Holy thread. The error with Mirke is literally a single string that caused the Orlan 'naked' body to not be activated properly. It was an oversight because of reasons. As far as the nude body - all characters have fully modeled/textured nude bodies underneath their underwear, this was the easiest way for us to get all the outfits looking correct for all characters and not worry about what each outfit revealed/hid, and it was the first body template to be made for each race. The other 30% was the bathhouse scene. The way our pipeline works, once we create a single nude body, that is propagated to all races and NPC's. That said, only the Base Naked Body (when you take your equipment off) has the full model, none of the other outfits (the polygons are cut out for performance ). This model can be seen when equipping a certain bathhouse outfit, which we do not allow to be dropped. Both males and females have this model, and in case of males there is code that makes the appearance more correct if you will, without this code they'll be missing *bits*. I don't have any strong opinion on allowing fully nude characters, we wanted it to be controlled in a way to avoid any weirdness, and not be off-putting for players that would rather skip that sort of content. We also decided to include it in the game, because it was already all made anyway, and as many of you have said, why not. It is a mature game.
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[Spoilers] Interesting Console Command Finds
Dimitri Berman replied to fortuntek's topic in Backer Beta Discussion
Damnit! Well... now I don't actually know what we released to you guys! Spoilers, probably. -
Backer Beta First Impressions
Dimitri Berman replied to Adam Brennecke's topic in Backer Beta Discussion
The devs have mentioned that they will do this if possible. It's apparently a surprisingly large amount of work. It's still a lot of work/problematic, but it might still happen. Other stuff like head variants have higher priority ATM. -
Going to post some history here. Back when Eternity 1 was starting, Josh walked into my office and asked me how many Godlike races I could realistically make. I think he mentioned something around 10. I said realistically probably like 5-6. It ended up 4 :| Reality of game dev. for you.
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POE2 armor/outfit look is a natural progression from POE1. You should expect a lot of base armors to be even more realistic and more natural looking and definitely more detailed. Eora is a world full of dwarves and elves and magic, but we also try really hard to ground everything so it doesn't get out of hand, which can happen very easily, and this applies to the full spectrum of the game. All outfits are still unique to Eternity in their design, we try to imbue them with a sense of history and practicality to the world they are in (and areas where they are found). They are meant to be believable with the people who would wear and design them. We definitely think in terms of - what would this king or lord equip his soldiers with? What could he design? What could these peasants design and wear - down to the quality of leather and metal work they could feasibly do. All this just to immerse you better in the setting. That said, unique armors is where we are going to deviate, as we did on Eternity. We actually haven't designed them yet, but if we go with the train of thought from POE1, they will be a combination of both, more outlandish "Fantasy" outfits, and more natural outfits but with a unique visual story to tell. We do have a better chance now to do some cool stuff with new shaders. Also, expect way more variety. We already have more stuff in POE2 than we did in POE1 in terms of unique models and textures. This applies to the full spectrum including NPC's and unique characters. And it's not drawing on "European" design this time, because Deadfire is a different setting from Dyrwood, we are keeping that in mind. Hide armor in particular is my favorite so far
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Maneha's armor is classed as Hide armor internally. It's not meant to be armor per se, in the sense that plate or brigandine is. It is Maneha's outfit that has been assembled over a lot of time throughout her travels, so it's a unique appearance custom to her. But due to the nature of our pipeline anyone will be able to equip it of course (Male Orlans look best in it!). Yes it's true it doesn't even make sense in the snowy environment, but I feel like this is an outfit that adds flavor to the base game, a player can take it past the expansions. We picked a cold setting for White March, but I was glad to be able to create art that was not all about fur and hide, as one would expect (applies to creatures too). There should be neat surprises sprinkled throughout the expansion. Josh and I are in agreement that armor should be realistic and functional, and if POE2 happens, expect that to carry over, perhaps even stronger than in Eternity 1, with more care and attention to detail. Functionality always comes first. That said, this is a fantasy game and we will deviate if it enriches the story of a character or a group of characters, or because the artists wanted to do something special. But there is definitely a harsh limit to embellishment, don't expect us to go WoW. I love Conan designs too, and the whole world.
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My wish
Dimitri Berman replied to Joculari's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am a big fan of Bayonetta. I don't know about those, but men will get to wear Maneha's outfit in PX2, which I have to say looks fabulous.