- Joined
- Oct 21, 2002
- Messages
- 17,068
Tags: Obsidian Entertainment; Pillars of Eternity
Ohweeee! It's Tuesday (actually Wednesday where I am...) and that means we get another Project EternityTuesday Wednesday update!
Today's update comes from Art Director Rob Nesler, so it's about art. Duh. It covers both environmental art and character art. Nesler tried his best not to use bad words, and I think he did a fucking good job with it.
It's a long update with many pretty pictures, so you'll want to have a look yourself.
Ohweeee! It's Tuesday (actually Wednesday where I am...) and that means we get another Project Eternity
Today's update comes from Art Director Rob Nesler, so it's about art. Duh. It covers both environmental art and character art. Nesler tried his best not to use bad words, and I think he did a fucking good job with it.
Often, when starting a project, the artists and I just want to start drawing sh-ssstuff. Especially with contracted 3D games, we have a basic idea of the world we’re making, an initial list of some of the things in it, the basic parameters for making assets, and so we just get started. With Project Eternity, we are starting the development of a rich storied RPG from scratch, zilch, nada. Oh, and we rendered that really cool image for you all at update #20, and so we felt we could take a step back--Waayyy back.
We are stepping back some years in visual “perspective”: to a fixed isometric view--so, NO “perspective”--of an essentially two-dimensional world. The traversable environment is pre-rendered to a high degree of realism, but we’re using a modern 3D game engine: Unity, for 3D characters, creatures, effects and animated props to be rendered in real-time and to assemble it all together, seamlessly. With this decision we’ve opened up a whole kit and caboodle of possibilities in terms of visual fidelity, occlusion, lighting, effects, and physics. At the same time, we’ve created some immediate technical problems that needed to be solved, before we could all go out and start making sh...‘er...stuff.
We are stepping back some years in visual “perspective”: to a fixed isometric view--so, NO “perspective”--of an essentially two-dimensional world. The traversable environment is pre-rendered to a high degree of realism, but we’re using a modern 3D game engine: Unity, for 3D characters, creatures, effects and animated props to be rendered in real-time and to assemble it all together, seamlessly. With this decision we’ve opened up a whole kit and caboodle of possibilities in terms of visual fidelity, occlusion, lighting, effects, and physics. At the same time, we’ve created some immediate technical problems that needed to be solved, before we could all go out and start making sh...‘er...stuff.
It's a long update with many pretty pictures, so you'll want to have a look yourself.