Tuesday, January 27, 2009

The art direction post pre-vis

So I’ve babbled on… on countless occasions, about the direction of our games art and the decision making processes that has landed us with something that looks like it’s going to be quite unique.

I guess it’s time to move a little into the technical stuff that’s going to happen the we hope will bring these concepted visuals in-game.

First we’ve identified the elements of our style, creating strong silhouettes for purposes of communicating character quirks (or in our case, enemy threat levels) on smooth-shaded characters with nice low-key palettes (for our playable characters at least).



Once we've identified what we want from our style drawings we can pick out what has to be done on the model and texture (the lovely smooth shading) and what we can pursue with a shader (diagram below)



And there we have a shader that will support our visuals ^_^!

disclaimer - chuck norris not included :<

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