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Everything posted by Rob Nesler
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
There will be no perspective. All cameras are orthographic. The cameras and the world are aligned and essentially fixed at a specific distance, wich ww will iterate on, but will be pretty close to the experience that one would have had in Icewind Dale rather than Torment. The world image is static and pre-rendered. The camera will not rotate around to see the back-side of a building.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
And it's not a problem. I was just curious about it when he mentioned rendered realism, and because you can see the deliberate perspective in their concept art. *And that since the characters are [presumably] fully 3D, and not pre-rendered, it is possible to scale them down (in realtime) as they walk away from the viewer. (However... I can see the potential problem when panning the view.) the properties of the camera that is used to render the background are provided to the game engine and matched perfectly. There is no perspective. This in-game camera will be fixed on a general target location around the center of the party and dolly with them as they move around the world on an invisible collision plane that is coincident with the visible terrain. the in-game camera will never rotate around this target nor is it intended to zoom in or out.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Unity has a much tighter integration with Maya, which is going to make asset iteration much quicker.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Thanks for the answer! Is baking (normal maps) done in maya too? The recently released (beta) of Handplane has maya import / unity export, so bonus points if you guys use this (or some other method) to get 100% synched normals (assuming you'll be using tangent space normal maps, which is a pretty safe assumption) Maya is one of the tools that we can use to create normal maps. We'll check out Handplane. Thanks!- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
I let designers manage these kind of decisions.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Our effort is to advance the visual experience to modern expectations, but still remaining close to the traditional expectations of game play. We are using a massive 2D image that is trivial to draw for desktops these days, if the data is managed properly. So there is graphics bandwidth left over for 3d assets to behave more realistically. Even if the motions are subtle, they will enrich the experience. Also, we don't want to use animator time to manage cape movement through all frames of all animations, if we don't have to.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Unity supports asset creation by Maya in a much friendlier way. Artist's are allowed to use the tools they feel most comfortable in for Modeling, UV's, etc., but the decision has been made that everything goes through Maya on it's way into the game. Certainly the animation assets will be created entirely in Maya, unless Motion Builder is needed for anything, but the same rule applies: Maya is the export platform for all assets.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
things that got onto my mind when seeing it (yes, I accept it's work in progress): backtracking nightmare, but maybe that's something we'll simply have to accept in a game of this type. I certainly wouldn't like a "teleport to surface?" shrine at the end of every single dungeon. Also, lots of reused props/sprites (would prefer a less detailed dungeon, or smaller even, if it means less repeated models). This was not a designed level. It was simply an image for one of our programmers to cut up into smaller screens for streaming from a disc. We needed pseudo complexity to test for visible gaps or offsets in the tiles, and prove the technique. We will make certain there is plenty of space for characters to move around in.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
That was a sample of a larger map section. The viewscreen would be a much smaller window panning around that image. We are expecting to render maps that are up to 20k pixels wide, if the loading performance permits it.I don't know about lefties, but I would like to develop different rigs for male and female characters.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
We don't know what scale that map area pic has. For we all know, when actually in the game, those "hallways" will seem fairly huge, relatively speaking. Yes, that was several screens worth of area.- 286 replies
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Update #34: FIRST ART UPDATE
Rob Nesler replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
We have a couple unfilled positions, but will not be filling them until we are through our pre-production phase.- 286 replies
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