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Update #30 - From Blockout to Completion: The Environments of Pillars II


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Hey guys! Because our Fig updates are only emailed to backers from the Fig site, we're going to start posting our updates to the forums when we release a new one. That way, more of you will be up to date with what we're working on. :)
 
UPDATE #30 - We have an awesome environment art update for you this week, but let's start with our Slacker Backer totals:
 
Slacker Backer Funds
  • Fig Slacker Backers - $112,200
  • Backer Portal - $143,900
This brings our Slacker Backer total to $256,100 and our grand total to $4.66M. We have one more week to try and reach our $4.75M stretch goal. We believe in you! Spread the word and help us out one last time.
 
Remember to confirm your pledge on the Backer Portal if you haven't already. We need this information linked so we can send you your rewards! You can read through our instructions for confirming your pledge in Update #25.
 
 
The Environments of Pillars II
 
In the Pillars of Eternity series, we make sure our environments look beautiful. Our area designers and environment artists work hard to ensure every last detail is placed correctly, from rugs and thrones all the way down to tiny bowls of fruit. However, the environments aren't just something nice to look at; each area plays an important role in revealing the storyline and teaching you more about cultures of the people who live in these places. 
 
original.gif
 
A lot of work goes into making a scene in Pillars of Eternity II: Deadfire, and we'll walk you through from start to completion. The scene we'll be showing is part of the Vailian Trading Company's headquarters. In case you missed it, you can read about the VTC in Update #29!
 
 
Blockout
 
The blockout and design document is the first step to making an environment in Pillars II. An area designer will create a design document and provide all of the following information about an area:
  • Summary and background of the area
  • How large each scene should be
  • Visual descriptions with concepts 
  • Creatures and NPCs present in the area
  • Quests that occur
  • Dialogue requests
  • Encounters or Scripted Interactions
  • Blockouts for each area
  • Examinables and loot
  • Specific asset requests for Art, VFX or Audio

We'll focus on the art side of things for now. Below is the blockout for the VTC headquarters, created by an Area Designer in Unity:
 
vtc-headquarters-blockout.jpg
 
After the blockouts are approved by leads, we have the concept art team sketch out the general feel and style of the scene if needed. We didn't need a concept for this scene, so it was passed directly to environment art to start work in a 3D software package. On this project we are using Maya by Autodesk.
 
 
Environment Art First Pass
 
Click on an image below to view them at full size.
 
The following are daily renders by our talented Senior Environment Artist, Daniel Keating. Scenes are built in Maya with the blockout as a guide, and are made up of both pre-made and brand new assets. (The pre-made assets were created in Maya and ZBrush by our artists in previous areas and fit with the style and overall feel of other scenes, so they get reused)
 
Day 1: Focusing on flooring, walls, and some basic lighting:
 
vtc-headquarters-01.jpg
 
Day 2: Getting rugs and large props into the area, making adjustments to lighting:
 
vtc-headquarters-02.jpg
 
Day 3: Adding medium and small props, adjusting lighting even further:
 
vtc-headquarters-03.jpg
 
Day 4: Adjusting props, lighting, addressing any lead feedback that comes up:
 
vtc-headquarters-04.jpg
 
At this point in the development process, the first pass is complete. Basic lighting is laid out, all major props are implemented into the scene, and it is now ready for a basic navigation and collision pass. The Maya render itself is ready to be passed on for lead review.
 
 
Basic Nav & Collision Pass
 
Basic navigation is laid out for the level in Unity, giving a sense of where the walkable party area is:
 
nav-2.jpg
 
Collision is set up on walls and other objects to prevent the party from passing through solid parts of the environment or props:
 
nav-1.jpg
 
While the basic navigation and collision pass is being worked on, the Maya render is being reviewed by leads.
 
 
Leads Review
 
The first pass render of scenes is sent to our Art Director and Lead Designer for review. They look over the master beauty render and make notes for both VFX and the environment artist to address in the second art pass.
 
rob-and-bobs-notes--flattened.jpg
 
When notes are finished, the environment artist begins work on a second pass of the scene.
 
 
Environment Art Second Pass
 
All of the notes have been taken into consideration, and the artist finishes their second pass:
 
vtc-headquarters-05.jpg
 
Once the final master beauty render is approved, we begin a 3D object pass, followed by VFX, audio, and paintovers if necessary.
 
 
3D Object Pass & VFX
 
Our artists add anchor points, water planes for VFX, and any 3D objects requested to the scene.
 
Anchor points are placed on objects to signify where lighting is needed for this scene:
 
anchor-points.jpg
 
Additionally, our artists create custom meshes that VFX converts into water planes:
 
water-plane.jpg
 
Anchor points in Unity scene:
 
nav-3.jpg
 
Area with collision, navigation, and anchor points set up:
 
nav-4.jpg
 
In-Game
 
After second art passes are completed, the render, VFX and collision are updated in the build so we can have final playthroughs of the area. While this scene looks massive, it appears  zoomed in when actually playing the game. Each scene is broken down into a number of 'screens' - When viewing the scene in-game, your view is referred to as one 'screen'. This VTC Headquarters scene is 3x3, meaning that 9 in-game screens will cover the area.
 
This view in the game represents one screen:
 
ingame1.png
 
ingame2.png
 
ingame3.png
 
Update #11 went into detail about new graphics and technology in Pillars II, so be sure to check that out if you missed it! In that update, you can learn more about the rendering process, improved shaders, and new technology you'll be able to experience while running around Eora.
 
Stay tuned for next week's update, when we announce our funding total.
 
Have any comments? Feel free to discuss below, and we'll answer your questions! Thanks for reading.
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I noticed there's a pretty robust commode located in the upper left. The seat is much larger than any of the chairs in the area. Maybe it's a special accommodation in case of visits by Hugh Jass?  o:)

"It has just been discovered that research causes cancer in rats."

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I noticed there's a pretty robust commode located in the upper left. The seat is much larger than any of the chairs in the area. Maybe it's a special accommodation in case of visits by Hugh Jass?  o:)

 

You mean the loo?

It would be of small avail to talk of magic in the air...

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I noticed there's a pretty robust commode located in the upper left. The seat is much larger than any of the chairs in the area. Maybe it's a special accommodation in case of visits by Hugh Jass?  o:)

 

You mean the loo?

 

Right, the garderobe.

"It has just been discovered that research causes cancer in rats."

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nice insight into the process, not really an update though.

Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
---
Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.

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Something I was wondering about is whether the lighting through the windows will change between day and night?

 

The Black Hound (Gilded Vale inn) in PoE 1 had that stained glass in the front room where the lighting changed when it was night/day.

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Seems that we are not going to have sea monsters :(

 

Well sorry, but I can't say I'm really disappointed. Assuming they meant giant sea monsters, I was wondering how they were going to make an encounter even interesting. It would seem like all you'd be doing is trying to inflict enough damage on the beastie before your hull cracks open and you drown. There's not really a lot of tactics involved, unless the big monster is accompanied by smaller allies.

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"It has just been discovered that research causes cancer in rats."

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They extended to Friday but we need like 60k-ish more which still seems unlikely since we only did like 30k in a full week

A lot of people still don't know that thing is going on, so if enough people are informed it might work. Also, people just got paid either today or yesterday in a lot of places.

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Kat,

 

are you posting update #31 as well? Would love a bigger/high-res version of the pictures :)

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Kat,

 

are you posting update #31 as well? Would love a bigger/high-res version of the pictures :)

 

Yes I am! Getting that ready right now :) The photos aren't quite as high res as Update #30, but you'll definitely be able to see more detail in the expanded versions.

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Yes I am! Getting that ready right now :)

You're the best :) thanks!

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Something I was wondering about is whether the lighting through the windows will change between day and night?

 

Hey! The lighting through the windows will change depending on the time of day.

I suppose, it's means real lighning? Not those rays of light from windows, that we already have in poe 1? Edited by Phenomenum
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  • 2 weeks later...

 

 

Something I was wondering about is whether the lighting through the windows will change between day and night?

Hey! The lighting through the windows will change depending on the time of day.

I suppose, it's means real lighning? Not those rays of light from windows, that we already have in poe 1?

 

I want to know this too. I need a full raytracer in my top-down CPRGs!

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