torsdag 3 mars 2016

Nihteana UV-Mapping

Before moving on to the rigging and skinning of Nihteana, the character I have been working on, I UV-mapped her. Doing this I encountered something which I have not before. Max just did not seem to want to relax the pieces properly, even though there should be no problem with the seams and all the pieces would just shrink and shrink until manually stopped.

 

Eventually I managed to get the pieces to where I wanted them but Max thought otherwise and rearranged some parts of a few pieces when packing them into the UV space. Meaning that I had to re-relax some pieces and try again.



It took me some time and a lot of fitting the pieces together in order to have similar pieces close to each other while leaving as little space as possible. Another issue that I faced was where to place the seam on the arm. There did not seem to be an obvious place for it. Based on the character's behaviour, where she will always strive to be facing the player character and hovering above the ground, I decided to take a risk in its placement and put it on the top back of her arm. After discussing possible solutions this seemed like the lesser of evils as it is the angle which will be seen the least by the camera, although it will most likely be seen.

 

I have to be very aware of this in the texturing process and be careful when I paint around the seam so that it will be as invisible as possible. Working on Tamarrion I managed to make her seams hardly visible at all, but that was probably largely due to the fact that I had polypaint as a base and tried to avoid colour shifts on the seams themselves. I know that it might become a problem, but being aware of it will hopefully help me make the seams look barely visible.

torsdag 4 februari 2016

Nihteana High Poly Armour

Last week I finished the high poly model of Nihteana, the first thing I did was to complete the shoulder pads. These skulls were also used to hang from her belt, but without the decorations.



I had a basic skull/shoulder pad that I made in 3ds Max, from that I dug out the shapes more and sharpened the details. Then I added the decorations by drawing the on by hand. I would have used a pattern to do this but I did not know a way of doing this on a surface that curves on several axes, or curves at all.



This was also a problem when creating the bracers, I had the shapes and edges complete in order to maintain the hard edges. To solve this I tried adding a sketch that I had made to test the placement of the pattern in 3ds Max through adding the texture as polypaint. There were some issues getting it right, but in the end I used spotlight to paint it on and get a general idea of the placement.



When I had it placed I used the pattern as a guide to carve the decorations into the bracers by hand. As I mentioned I could not find a way to draw the larger patterns onto the curved surface but the flowers were small enough to use the image as a brush. Since the bracer is not completely symmetrical I was also unable to use the mirror brush, meaning I had to carve the entire thing by hand.






onsdag 3 februari 2016

Back to ZBrush

Since we finally got our release out I have been able to get back to working on Nihteana. There were a few things that needed fixing but most of the work was to create the missing pieces, such as armour and belt. I had not prioritised them earlier since I wanted to test the main body in animation before completing her. In case there were any problems it would be easier to adjust before adding details. Once I got to that point however, I had to switch tasks and work on environment assets and the release that was made in early January.

My greatest issue with the model was the elbow, I had problems trying to figure out exactly were the muscles should go and how the skinny dead arms would look. I figured out that I had thought right but executed it wrong, meaning that I needed to move the muscles on the lower arm to match the "elbow bone" better and create more of a crease. This meant that I had to go back to ZBrush to adjust the Highpoly model.

This is how it looked before, the elbow bone is at the back side on the bottom of the arm, while the fold is on the front side of the arm.


When fixing it I moved the fold to the upper part of the arm, so that it would be in a straight line from the bone of the elbow.


I had also decided to enlarge her hands, to achieve a more stylised and creepy look, again this meant making adjustments in the Highpoly. The hands were also a bit flat so I rounded the hand, lowering the sides with the pinky and thumb and raising it around the middle finger. Even though I thought I had adjusted where the fingers start on the hand (they do not start from a straight line) it was also looking too straight so I pushed it towards the hand between the pinky and ring finger and away from it between the ring and middle fingers to make the silhouette more interesting.


Because of making these adjustments I destroyed some of the details, meaning that I had to re-enforce the knuckles and sinews. As I had to to this I tried to emphasise them even more than I ad before.


 

I was planning on showing the armour pieces and belt that I have been working on, but this turned out pretty long so I will save that for the next post. :)

söndag 17 januari 2016

Nihteana Timelapse

I had a go at rendering a timelapse video of the concept art painting I created for Nihteana. I had not thought of taking screens until I had already started and painted in base colours, but I had not spent much time on it until then.

Anyway here it is!


onsdag 6 januari 2016

Release

We have been working hard both before Christmas and over the last few days, but now we are impatiently sitting at school waiting to make the release that is required for the course we are currently taking.

We have a build that is complete and we are just now starting to upload everything and getting ready to send it out! We are super excited and hope that you will like it! :)


onsdag 23 december 2015

Texturing

Recently I have been serving as the assistant of our environment artist, helping him out with finishing the environment assets for Lord Valac's new room. I have done a few sprites that he will use for spell effects, but mostly I have been working on painting textures.

When we felt that we were falling too far behind schedule, due to all the things we have had to redo or had problems with, we decided to write down every single asset that we need for the area that we are currently working on and organising them on a priority list. We realised that we needed to change up the way we work in order to push things out so the coders have something to work with. We also need to release builds as soon and often as possible due to the course that we are currently taking.



Modifying the work process the way we have, with letting go of our own tasks and instead working together on the same assets has really sped up the process and it feels as if we are starting to get back on track. For now it is working well, but soon we will probably need to revert to the regular way of working, in order to get assets out simultaneously. When we start working on the next area of the level we cannot work on separate assets one at a time, but rather need to work with all lowpolys simultaneously and then all high polys and so on in order to maintain consistency.



Since I had already painted Tamarrion's new textures and found a new way of working on them it was easy for me to help out with the environments. Hopefully this will even help create a more consistent level of the art in the game. It was still a challenge though, as I had to find a way of painting surfaces that are new to me, most of the textures consist of only stone which cannot be found on Tamarrion's textures obviously.



The trickiest part was figuring out how the light would hit each tiny surface from the high poly, since we want to paint in more light and shadows into the diffuse maps in comparison to the old ones. Painting the banners was more of a straight forwards process that was not too difficult with a little help from references.



The carpets were another story though, we needed them to be visible and interesting enough while still not taking over the room. They are probably, up to this date, the most well worked textures that we have in the game, apart from Tamarrion's. It was a process of trial and error, pushing the level of contrast and details further and further until we found something that looked good in the engine, but still not being overly visible so that they distract the player or create crazy bouncing lights on the characters. In the engine we have also added clipping masks to make the edges look broken and give them more of an old and worn look.



In comparison to the textures that we created during the Big Game Project, I would like to say that they are now of way higher quality. I feel that I have developed a great deal since then as a texture artist, as well as in other areas. Back then I am still sure that we did the best we could with what we had, in the time we had. That learning process combined with studying the way others work on their texture after have really helped me level up my skills and ability to create the visual style that we want to achieve in the game.

måndag 21 december 2015

Traveling

We recently got back from DreamHack Winter 2015 in Jönköping, it was the last time this season that we will be showing Tamarrion at show floors.


Our booth at DremHack Winter

It felt as if our booth was quite small and perhaps did not have the best placement, so there was not really that much traffic passing through. We did have some players that seemed to really enjoy playing Tamarrion in spite of that and we handed out quite a few business cards.

It was unfortunately not possible for us to be present at the booth all the time as we shared the space with three other teams and split the time of "booth duty" between us. This meant that we do not know exactly how many who actually played the game and only got a chance to speak with about half of them.

The three of us who went to show the game did have a lot of fun and we all want to go there as visitors and actually play some ourselves. :)

My teammates at DreamHack Winter


I have already spoken about our other trips, but we have been around the country a few times this semester, starting with DreamHack Stockholm and Invest in games and then Comiccon and Finally DreamHack Winter. We have had many people playing and really enjoying the game, gotten valuable feedback and chances to place our game in the spotlight.

One of the highlights from these trips is probably when I was told that someone high up at Avalanche that complimented our art and had been really impressed by the animations since it was unexpected from a student project.

Players at ComicCon Stockholm


Overall it has been tiring with long days of standing up and speaking with people and it has been a lot of fun. I am happy that we can now relax and just focus on the game, but I am also looking forwards and hoping that we will be able to show the new updated Tamarrion at show floors next year!

Mandatory team selfie at DreamHack Winter :)