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Xortag
04-08-15, 18:22
So to give you a little hint on what's happening behind the scenes for the Art side of things i prepared some sceenshots. Most of them are just concepts and tests, so please don't ever wait for them to apply. It will also show you that we gonna work even you don't see any patch notes or output. It's often just about concepts, getting the idea and see if things will work in the engine. The Rhino advertise decal along with the viarosso textures are thing that will get into the game later. Overhauling level textures is quite time consuming, for plaza it's alone more then hundred textures. For the first rollout of reworked sectors at least a different number of textures have to be done without making the level appear like artists sandbox.

You can also see there is not just work for the client, we need to take care of website stuff, mockups and graphics for our tools, etc. There is also a lot of experimentation like finding issues with engine compressions, z-buffer problems or BGRA shifting that may just result in a short patch note like "Neocron now supports 32bit textures". It also took many man hours from different team members to make HD textures for levels ever happen, no output, just for allowing it. The original level editor had scaling factors for 256x256 textures that don't fit for a 1024x1024 and above size. Everything in HD got compressed to a 8bit palette and that conversion also rendered black dots all over the new textures. All that stuff needs to be done, the only thing you see in the end is a new texture in the level.

Have a look from time to time as i use this thread to show you what has been done in the future.

Right Click on a image to show it in full size.

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Xortag
04-08-15, 18:22
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Fremen
05-08-15, 01:01
Awww it's awesome !!!

I love that you kept the true idea of NC behind all the texture but added much more details.

bmurph101
05-08-15, 04:06
Oh my shit

Xortag
18-08-15, 12:34
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Note: Textures on screens are 8bit Palette compressed due to development client limitations. They will look normal on retail.

For the interested: 3,5 M Poly dynasculpt >> High-Res map bakes >> DDO PBR >> Photoshop composition for unlit environments

´Clayton
18-08-15, 15:40
Looks awesome!

I cannot wait for a new UI!

Fremen
18-08-15, 16:59
Shiny stuff Xortag ! Can't wait either...

Michael Corvin
18-08-15, 19:03
Sexy!!

Dasore
19-08-15, 00:01
nice

Chuck Norris
19-08-15, 01:45
Promising things going on in this thread, very nice work!

Morpheus
19-08-15, 16:46
OK, you got me - I am going to log-in on release day!

Hell-demon
19-08-15, 19:45
Hhhhnnnnnnggggggggggggg!!!!!!!!!!!!!



http://assets.sbnation.com/assets/722892/south-park-i-just-came-500x375_medium.jpg

bmurph101
19-08-15, 23:31
Will you guys also be able to apply these updated looks to players and weapons as well?

yavimaya
20-08-15, 08:18
very awesome job guys!!

hopefully you can manage to get these textures ingame at some point, especially the outdoor ones, indoor look pretty good already, outdoor is lacking bigtime.

I See Blue
23-08-15, 02:07
Looks good.

But how about doing something about characters and NPCs? To bring up an ancient issue, we used to be able to pick colours for our clothes back when Neocron was launched. The game would be much more beautiful with colours on characters,we are all looking quite uniform and boring at the moment.

Falchion
25-08-15, 15:46
Here's a current WIP on a new texture, next to the old one. As you can see we try to maintain the overall look and feel of the textures as much as possible.
Since the Neocronengine can't produce things like specularity or bump (at the moment) this stuff gets "baked" into the texture, which means its rather static no matter how a light shines on it. Therefore, to not break the immersion, the highlights and edges are very sparse, with a generic look that works no matter where the box is put.
If that becomes a possibility in the future however we are prepared with Normal maps etc.
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These show some older variants of the new wood box texture that is already in the game. Although not the version that ultimately made it. While at it the Content guys also requested a modified version to decorate sectors with, so I made them a version with separated lid. Also, comparision with old textures.
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Odimara Orca
26-08-15, 11:53
This looks awesome!

Worlds better, great job!

Photcron
27-08-15, 01:08
I like the UI targeting concept.

Xortag
28-08-15, 01:28
Soon in a apartment lift of your choice...

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William Antrim
29-08-15, 16:02
I have never gotten so excited about a wooden box before.

Terror_Nonne
31-08-15, 12:27
Hmm, nice.

Xortag
14-10-15, 15:55
WIP:
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Who will it become? Stay tuned for the full unveil.

Hell-demon
14-10-15, 18:03
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Okay Xortag, we're impressed.


You can sleep with me now.

Happy? :D

Xortag
24-10-15, 03:17
Second Iteration of the Target UI.

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Red = Combat / Enemy
Green = Normal State / Friendly
Grey = Dead and interactable objects like crates and doors(?)

Nameplate will get a second row for clans and vendors.

Suggestions? :)

bmurph101
24-10-15, 08:29
Second Iteration of the Target UI.

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Red = Combat / Enemy
Green = Normal State / Friendly
Grey = Dead and interactable objects like crates and doors(?)

Nameplate will get a second row for clans and vendors.

Suggestions? :)

Dude.


That looks amazing.


Nuff said.

Terror_Nonne
24-10-15, 12:05
We need this in warzones/op-fights... clan A (blue) vs clan B (red)

and not all the same charbox...

Xortag
30-10-15, 05:52
Tought i give you an update on the apartment overhaul. It will start with the Viarosso apartments. Since we tackled a lot of issues with our tools and the engine, the art team can focus on texturing. Things are very slow at start, as every texture has to be made from scratch. But with each finished level, things speed up since they share quite a lot of assets.

Things to consider on the screenshots:

- Lighting is still WiP
- Some textures are still placeholders or not finished
- Screenshots where made at night

So enough text for now:

http://www.neocron-game.com/Media/Default/images/showcase17.png
Full-Resolution: http://www.neocron-game.com/Media/Default/images/showcase17.png

http://www.neocron-game.com/Media/Default/images/showcase18.png
Full-Resolution: http://www.neocron-game.com/Media/Default/images/showcase18.png

Odimara Orca
30-10-15, 11:31
Great Work!

I can't wait for it to hit Titan :>!

J45
01-11-15, 07:20
Really nice to see these updates, is there any plans to update enemy models (like aggys etc)?

unc0nnected
20-11-15, 02:45
Are you guys keeping 4k source files handy and exporting down to 1024x1024? Hopefully so as that would allow you to re-use them later once the game either gets relaunched or some more magic is worked into the engine to allow full res textures. All you need is a PBR and you guys are set :)

Xortag
05-03-16, 17:19
Are you guys keeping 4k source files handy and exporting down to 1024x1024? Hopefully so as that would allow you to re-use them later once the game either gets relaunched or some more magic is worked into the engine to allow full res textures. All you need is a PBR and you guys are set :)

We don't even have realtime shadows, GI or AO :)
But yes, we keep them handy.

Stuff in the pipe:

http://www.neocron-game.com/Media/Default/images/showcase18.jpg
Full Res: http://www.neocron-game.com/Media/Default/images/showcase18.jpg

http://www.neocron-game.com/Media/Default/images/showcase17.jpg
Full Res: http://www.neocron-game.com/Media/Default/images/showcase17.jpg

AlvaroT
07-03-16, 11:14
It has more vexes than original? Or its just bumpmap trick?

Xortag
07-03-16, 11:38
It has more verticies than original? Or its just bumpmap trick?

It has more then all Plaza 1-3 assets together, but that is just for baking and texturing purposes. The new ingame version has around 2x more triangles.

Odimara Orca
08-03-16, 11:55
It has more then all Plaza 1-3 assets together, but that is just for baking and texturing purposes. The new ingame version has around 2x more triangles.

Everything just looks hands down amazing.

I can't wait for it! :-)

William Antrim
11-03-16, 14:52
When is it being released? and how does this work? do you just sort of "paste" this stuff into the game?

Trivaldi
11-03-16, 15:23
When is it being released? and how does this work? do you just sort of "paste" this stuff into the game?

Theoretically we don't have to manually swap every instance of the old one, for the new one. If that's what you're asking? I believe there's still some work to be done to get this in-game but it's amazing to see such recognisable objects getting an upgrade.

William Antrim
15-03-16, 12:13
Theoretically we don't have to manually swap every instance of the old one, for the new one. If that's what you're asking? I believe there's still some work to be done to get this in-game but it's amazing to see such recognisable objects getting an upgrade.

yes pretty much. I dont know anything about how it works or if its a mammoth job or whatever. I presume its not as simple as "cut and paste" but i couldnt think of a better way to phrase it.

Can you do anything about the models? the players i mean. Because truthfully I think the biggest impact (in terms of art) will be how players view their own avatar. If you can tidy up some of the textures on players and maybe some of the more famous monsters (warbots, aggies, cyclopses, firemobs) then i think players would probably look past the fact that wall textures and the like are a little out of date.

Again I dont know how easy this is to do (clearly static objects are much easier to improve than dynamic ones) but just thinking more bang for your buck in the first instance this might be the thing that gets it going.

Trivaldi
16-03-16, 14:45
yes pretty much. I dont know anything about how it works or if its a mammoth job or whatever. I presume its not as simple as "cut and paste" but i couldnt think of a better way to phrase it.
Once the game fully supports the new technology required for the new models (new is a relative term for Neocron ;)) we basically tell the game to use the new model instead of the old one. All instances of the new instantly start using the new. At least in theory!


Can you do anything about the models? the players i mean. Because truthfully I think the biggest impact (in terms of art) will be how players view their own avatar. If you can tidy up some of the textures on players and maybe some of the more famous monsters (warbots, aggies, cyclopses, firemobs) then i think players would probably look past the fact that wall textures and the like are a little out of date.

Again I dont know how easy this is to do (clearly static objects are much easier to improve than dynamic ones) but just thinking more bang for your buck in the first instance this might be the thing that gets it going.
As you rightly say, static models are a lot easier to deal with than ones with moving parts. Not just from creation but also in terms of the pipeline of taking the finished article and jumping through hoops to get it in game. I believe there's still a few roadblocks to making that happen which will be dealt with eventually. More info on that soon funnily enough.

REVKhA
17-03-16, 09:38
I love this rebirth but I just wanted to tell you guys that one thing that created NC's legendary success is the playerbase. If there is not 500ish players 24/7 then this reboot will never work. Hopefull this will be greenlight on steam or something because this game needs a new playerbase and it needs to pick up fast and stay steady.

Odimara Orca
17-03-16, 15:28
I love this rebirth but I just wanted to tell you guys that one thing that created NC's legendary success is the playerbase. If there is not 500ish players 24/7 then this reboot will never work. Hopefull this will be greenlight on steam or something because this game needs a new playerbase and it needs to pick up fast and stay steady.

Then start playing and recruiting and stop your whining.

With the current Game Industry there won't be any comparable game in the next 15 years anyways.

William Antrim
17-03-16, 15:51
Then start playing and recruiting and stop your whining.

With the current Game Industry there won't be any comparable game in the next 15 years anyways.


Fallout MMO rumours keep popping up.


Star Citizen is very much chugging along nicely.

The new Warhammer40k game seems to be doing ok.

Completely ignoring your opening statement I can already see that the 2nd one is a fallacy.

Izeo
17-03-16, 16:24
Hello, I have a question about teh art

Are these pics:
- This is going to be the new art (but still in progress)
or
- These are only concepts/ideas/brainstorming

I ask this because some is great, high def versions of the original style, but some of it is very different from the original in a maybe unnecessary way. ("Well who do you think you are?!") I know, but I have like you guys played since Nc1 and always loved the original style. I just wanna say be careful with changing it too much. (I'm in the 3d art field too!)

One example is the change on the city building window strips. Revealing what's behind the window (those window blinds, shapes of interior rooms etc) makes things less mysterious and ominous, and changing the gray dirty concrete to a more realistic white plaster look is a really big difference that I'm not convinced preserves the style. It would be possible to up-rez those old window textures without changing the graphical style. Unless those are an up-rez of the VR windows, but if that's true I'd still take issue with being able to see the rooms inside the windows and how the lighting indoors seems to change color every window (which is not really possible unless every room inside is 3ft wide and has different colored lights inside! :) )

Xortag
18-03-16, 12:10
Hello, I have a question about teh art

Are these pics:
- This is going to be the new art (but still in progress)
or
- These are only concepts/ideas/brainstorming


Both. I post screenshots sometimes in very early stages to keep you updated and also may get some feedback.

Most of the textures will stick very close to the original (and i heared im sometimes over pathetic about it :) ). Even an oldie, NC has a nice design and just need to get updated like it's created with the power of todays capabilitys.

For the certain level textures: Thoose are intended for Viarosso and are not fully done, especially the window parts. Keep in mind thoose are raw textures and unlit, they will look somewhat different after lightmaps and ambient lights have been applied. What will be new, are tiles that match current apartment window shapes for the certain sector. Also the overall scaling factor will be changed to a more realistic sizing in terms of player and world scale.

There will also be no scaling, not at all, there is no improvement and just match the current ingame one. Scaling a 128x128 indexed bitmap will not yield any good results. New textures are made with a varity from 512 to 2k, depending on the purpose.

Odimara Orca
18-03-16, 12:28
Fallout MMO rumours keep popping up.
Star Citizen is very much chugging along nicely.
The new Warhammer40k game seems to be doing ok.
Completely ignoring your opening statement I can already see that the 2nd one is a fallacy.

All of these game will orient themselves on Design philosophies of already working money cows (WoW, Destiny, the Division).

There will not be any innovation as long as companies try to bank in on already existing success of other titles.

So if you enjoy playing the same game mechanics over and over again, just with different skins and different lore then you will never get bored, it's what most people do after all.

But for a small percentage of the global gamer population Neocron will stay competitive for a long time, thanks to the refreshingly different mechanic compared to all the modern MMO titles.

It's quite the same with EVE Online. It's nothing for the masses. But the small Population they have is fanatic.

Because it is different. Because it doesn't try to copy other games. So the feeling of playing it stays fresh.

Izeo
18-03-16, 12:58
Both. I post screenshots sometimes in very early stages to keep you updated and also may get some feedback.

Most of the textures will stick very close to the original (and i heared im sometimes over pathetic about it :) ). Even an oldie, NC has a nice design and just need to get updated like it's created with the power of todays capabilitys.

For the certain level textures: Thoose are intended for Viarosso and are not fully done, especially the window parts. Keep in mind thoose are raw textures and unlit, they will look somewhat different after lightmaps and ambient lights have been applied. What will be new, are tiles that match current apartment window shapes for the certain sector. Also the overall scaling factor will be changed to a more realistic sizing in terms of player and world scale.

There will also be no scaling, not at all, there is no improvement and just match the current ingame one. Scaling a 128x128 indexed bitmap will not yield any good results. New textures are made with a varity from 512 to 2k, depending on the purpose.

Thanks for the feedback

Since they are VR then in that case the white plaster texture work is great. However I would very strongly suggest making the windows black/opaque (like black-tinted windows) like the originals. I'm also a game texture artist/modeler, I'd love to help if possible

onero S
21-03-16, 19:50
Not sure if this is the thread for this, but how hard would it be to bump up the first person camera height a bit? I like how immersive first person can be, but it's a little bit unnerving to have my camera at mid sternum height with respect to everyone else. I feel a bit like I'm playing a leprechaun.

Izeo
21-03-16, 20:21
Not sure if this is the thread for this, but how hard would it be to bump up the first person camera height a bit? I like how immersive first person can be, but it's a little bit unnerving to have my camera at mid sternum height with respect to everyone else. I feel a bit like I'm playing a leprechaun.

That'd be great. It wouldn't have to be at exactly eye height, but more closer to it would be awesome. You are playing with your friend, and you feel your character is shorter than him. And simultaneously from his perspective, he feels his character is shorter than you. :)

This could have side effects though, it would mean you can shoot over somewhat higher short walls since in FPS games your bullets come out of your "eyes". I am not sure what repercussions this change might have but I have always been wishing for this change.

onero S
21-03-16, 21:27
That'd be great. It wouldn't have to be at exactly eye height, but more closer to it would be awesome. You are playing with your friend, and you feel your character is shorter than him. And simultaneously from his perspective, he feels his character is shorter than you. :)

This could have side effects though, it would mean you can shoot over somewhat higher short walls since in FPS games your bullets come out of your "eyes". I am not sure what repercussions this change might have but I have always been wishing for this change.

Remember, third person puts the camera much higher than first person. Any advantage gained in first person by raising camera height would still be less than the advantage gained by third person. I think virtually everyone uses third person to PvP anyway, but I really do like being in first person sometimes when exploring for immersion's sake.

Izeo
22-03-16, 11:51
Oops, good point.

Trivaldi
23-03-16, 09:58
I believe "nipple cam" is a code issue rather than something on the asset team's plate. It is an issue we're aware of though.

Jodo
24-03-16, 01:49
I saw the term "nipple cam". What's going on and how can I help?

Nixon
01-04-16, 16:37
After such a long time working on more casual mobile games.. I had to try drawing some cyberpunk/neocrack again :)

http://i.imgur.com/aYREZ0I.png

Maybe i'll do a 3D scene & Unity web build at some point for walking around and simple interactions.. Biig maybe though..

Exioce
20-04-16, 14:13
After such a long time working on more casual mobile games.. I had to try drawing some cyberpunk/neocrack again :)

http://i.imgur.com/aYREZ0I.png

Maybe i'll do a 3D scene & Unity web build at some point for walking around and simple interactions.. Biig maybe though..

I LOVE the art style of this! The problem with realism is that the guys with the huge budgets make things ever more realistic. IMHO, Neocron would greatly benefit from the adoption of a more 'cartoony' TF2 graphical style.

Xortag
22-04-16, 09:53
Working on new help windows that are supposed to go live with the tutorial / new player experience changes.

http://www.neocron-game.com/Media/Default/images/showcase21.jpg
Full size (http://www.neocron-game.com/Media/Default/images/showcase21.jpg)

Odimara Orca
22-04-16, 13:21
Oh my God this looks so good!

OFT
23-04-16, 00:47
Those look great!

Celt
23-04-16, 02:20
Hi Xortag, appreciate all the work you're doing.

About the UI in general, and the hitbox specifically:

The NC2 UI change was a disastrous mistake. The point of a UI is to provide the necessary information without getting in the way of the content (i.e. game world). The NC1 UI provided the exact same amount of information as the NC2 UI while taking up less space. Further, almost the entirety of the UI was to some degree transparent rendering the effective viewing field of the screen including UI to be somewhere between 95% - 100%.

The NC2 UI on the other hand, had many spurious details and artwork designed to (I assume) make the UI appear in some way futuristic. This extraneous details and the lack of transparency resulted in a busy UI and the entire top left, bottom left and right side of the screen lost entirely. It served to make the game world seem bracketed, and removed to a degree the immersion in the world.

The hitbox in specific, makes the cardinal sin of presenting the information of the target (potentially) over a secondary target. Health/information of a character should never be potentially presented over another character due to design choice of setting healthbar, level and name prominently to the left side of the target. Further, if you decide to not fully bracket the character (e.g. in red), don't bracket the bottom right just to provide some sort of symmetry to the top left. Going with the diagonal motif means you will have to replicate the diagonal motif throughout the UI elements, unless the desire is to present a UI that constantly jars by having several different themes running through it.


http://www.biglines.nl/neocron/shot0115%20copy.jpg
Look at this. I've already mentioned the too large and busy UI, but the font on the hitbox is poor. Its legibility is awful and particularly on the team member box, suffers from too light a font on a fully translucent background. The clan name also expands past the hitbox.

http://www.khanscentral.com/images/shot0007.bmp
Compare it to this. The focus is on the world, on what you see. Information is presented in a manner so as to not draw you away from the game world. The font is easy to read, and having upper+lower case eases readability significantly. Team members have a semi translucent background on their icon, also improving readability.

From a UI perspective, the NC2 UI was only a step back. Style is subjective, and one can argue that it was stylistically superior (I would disagree), but style should be balanced against usability and the ability to display information.

I would argue that as currently stands, your hitbox is a step back aside from stylistcally. It displays the same amount of information yet takes up significantly more screenspace, while setting a style that is at odds with the rest of the UI (as stands).

The primary purpose of a UI is information display. Style must be a secondary goal after this.

Xortag
23-04-16, 04:06
So that was quite a lot of text and it would require a lot more in depth explaination to make it more clear. I try to get it somewhat compact.

We both are in line that information is the most important part and design has always stand behind if you dont find a way to to make both work. Yet we have the NC UI, a thing you dont wan't to deal with anymore :)
We dont have anything in stone yet, but we know it needs to be addressed. There are many solutions like Awesomium, Scaleform. CoherentUI and so on. We already dealt with a few and made some tests but haven't made up any specific yet. Aside from this i have plans for a complete re-design in terms of style and functionality and do tests like you see in this thread form time to time.

Some key points a re-worked UI should have:

- Fully customizable, for example via XML or HTML/CSS (dependant of the final solution)
- Highly scalable to fit modern screen sizes and resolutions
- Very adaptive and opt-in/out based via pre-made options

The question is therefor, what is the important part of information a player need? It's close to impossible to answer this question. Every player will answer something else, for some there can't be enough information, for some we just need to remove the whole UI, but there will be a intersection for specific parts. So you have to bring it down what you think (as a developer and player) is necessary to maintain functionality and gameflow. Since NC was already a bit customizable and should be a lot more with a new UI, i keep that in mind when designing certain elements.

So what can we do about that? We can give the player as many opt-in/out options via a settings window, so even if you can't design a whole new custom UI, you can adjust what is important for you and how it should look. With that in mind, i'm a fan of "simple-X" options, for example "[x] Use minmal combat hud". Making a big part of the UI scalable and without fixed positions will also help with the standard UI, so if the developer tought it's a good idea to put the chat on the left side, feel free to move it on the right side.

With that beeing said, for the target markers, and specially for target information in a FPS system that have the same depth as a common click-based mmorpg, what can we improve among the original one?

The first answer was, make it more adaptive in case what you have targeted. So bring more distinctive colors to it based on the situation. The second question was (and thats where the screenshot lacks power) how to make it more clear what you have targeted? For now, the UI is rendered on top of everything, so your readability and overview depends on the scene you are in (your screenshots show it very well). The arrow shape with a bit more padding was meant to give it a more pointing character and help in situations with a lot of stacking (e.g. many players close to each other) because it will be displayed above, not between.

As i said nothing is in stone but for the new target markers we already had some thinking. And we can of course discuss how we can improve them further, thats why i show that early stages.

There are still some questions i would like to hear your opinions:
- Shall we tint the the whole marker in blue for group mates, just the player name or show it with a dedicated icon?
- What can be improved about stacked elements and the two-dimensional space they represent, e.g. team member indicators. How far should they be displayed?
- Is the Faction or Clan name a thing that always should be opt-in, or just in combat?
- Idea: If you target something with a AOE based item (spell, weapon), should we display a semi transparent hitbox over every target that will be affected?

That was rather long and still just scratched a lot, but feel free to write what is important for you or describe a "situation" where the current new and old versions can be improved.

Edit: Fonts are always a problem because of licensing and charsets and style.

Celt
23-04-16, 15:29
I'm not sure what you mean when you say 'because it will be displayed above, not between.'. The current hitbox/target box is displayed above not between, the difference with your render seems to be that it's entirely offset. This would result in target information being directly over an un-targeted character!

The rest of your aspirations/goals sound excellent, however they also sound like an incredible amount of work for a small team to gain a relatively modest improvement in usability and information display. Perhaps the first goal might be to create a relatively easily customizable RPOS, and inviting community members to start editing/submitting graphical ideas and work before you embark on actually creating assets? Simple(ish) 2d artwork seems like the easiest thing to ask for community collaboration on!

I wonder if Michael Corvin would be willing to let his RPOS' be used as launcher options for NC? It would be a nice counter to the current RPOS - and I would argue any of them would be better served as the primary RPOS for new users.

JasonX2000
27-04-16, 19:55
There are still some questions i would like to hear your opinions:
- Is the Faction or Clan name a thing that always should be opt-in, or just in combat?
- Idea: If you target something with a AOE based item (spell, weapon), should we display a semi transparent hitbox over every target that will be affected?



The first point. Let it be always opt-in. Not just in combat. Cause some Clan`s need it to advertise the profession of the character.
Mostly done through the clan-rank of the character. E.g. clanrank "Research & Development" -> Resser & Conster or Smuggler -> Barter. Not everyone whants his character to call "Conster Monster" just that everyone can see he is a conster.

The second point. Half transparent AoE hitbox would be nice.

Best regards
Jason

Xortag
11-05-16, 09:03
Fire on legs.

http://www.neocron-game.com/Media/Default/images/reaper_prev.jpg

Sculpting the last parts and started to create a new basemesh. Bifrost has put his hand on the Blender Phyton export script. About to see if there is a way to carry over animations from our old source material.

Ascension
11-05-16, 18:55
Fire on legs.

Sculpting the last parts and started to create a new basemesh. Bifrost has put his hand on the Blender Phyton export script. About to see if there is a way to carry over animations from our old source material.

Show me more!

Jodo
11-05-16, 19:15
Fire on legs.

http://www.neocron-game.com/Media/Default/images/reaper_prev.jpg

Sculpting the last parts and started to create a new basemesh. Bifrost has put his hand on the Blender Phyton export script. About to see if there is a way to carry over animations from our old source material.

Nice. I like that the detail isn't just symmetrical but looks a little different on each side.

Xortag
25-09-16, 22:01
New base mesh for cabinets. Final version on Vedeena with the next patch.

http://neocron-game.com/Media/Default/images/cabinet_prev.jpg

Click to expand (http://neocron-game.com/Media/Default/images/cabinet_prev.jpg)

http://www.neocron-game.com/Media/Default/images/cab_std_vars.png

yavimaya
26-09-16, 06:13
great work!

love to see progress :)

bmurph101
27-09-16, 04:02
ETA on better weapons?

WTB bigger melee weapons :)

Xortag
06-10-16, 05:24
Next iteration. This is the standard cabinet in furnished Viarosso apartments (Has open version too).

Textures soon.

@bmurph101: No ETA at all. If we touch them, they will all get a look. They require a bit more work, as they have the FPS version too. Some just need a new texture, some require a new model or editing of the existing one because the topology is too low.

http://www.neocron-game.com/Media/Default/images/cabinet1_prev.jpg

Full size (http://www.neocron-game.com/Media/Default/images/cabinet1_prev.jpg)

RuNmAN
06-10-16, 10:18
Nice stuff.

Just because of curiosity: What does the current asset-creation-workflow look like? Do you guys just bake everything (diffuse, specularity, ambient occlusion, ...) on a single diffuse texture or do you also create different texturemaps and hold them back for (possible) future support of these features to be able to easily swap it?

Xortag
06-10-16, 18:59
Nice stuff.

Just because of curiosity: What does the current asset-creation-workflow look like? Do you guys just bake everything (diffuse, specularity, ambient occlusion, ...) on a single diffuse texture or do you also create different texturemaps and hold them back for (possible) future support of these features to be able to easily swap it?

The workflow depends on what you need. But it's mostly 3D Application bakes >> Texturing tools. Im using Blender to bake maps for further use in DDO. In DDO, i bend the workflow to my needs (since we have no shaders/maps) so everything is adjusted to get all the details within the diffuse output. After DDO, everything is set up in Photoshop again and get the final fakes or additional details. In a diffuse only workflow, everything stays and falls with a good AO map, that is the only map that went directly in the final diffuse. Details from gloss/metalness/spec is thn just grabbed mask based. The DDO project is stored but has to be adjusted and re-rendered, to get the proper state of the art workflow back. Others work with Substance or directly texturing within the 3D application with a few post effects in PS.

The following is the high poly (a few subdivides and hard surface support loops) to get the AO map. I create a additional height map with details by hand and convert it to a AO map that get's combined.

http://www.neocron-game.com/Media/Default/images/crocker_workshop.jpg
Fullsize (http://www.neocron-game.com/Media/Default/images/crocker_workshop.jpg)

bmurph101
06-10-16, 23:59
@bmurph101: No ETA at all. If we touch them, they will all get a look. They require a bit more work, as they have the FPS version too. Some just need a new texture, some require a new model or editing of the existing one because the topology is too low.



My heart </3

Keep up the good work regardless.

A question, if I might ask (and please don't take this as a sign of disrespect; I think I speak for all of us when we say we love what we see) but have you guys ever considered having a "contest" of sorts for new in game models? I remember when I played Darkfall they had a community contest where everyone designed their own weapons/armor and submitted them to the Dev team. They took the community favorite from each category and implemented them into the game. So in NC terms it'd be the equivalent of taking the best Pistol, Rifle, Heavy, Psi, and Melee Weapon I suppose.

Just some food for thought; might be a cool idea to bring the community out a little more.

Xortag
07-10-16, 01:54
A question, if I might ask (and please don't take this as a sign of disrespect; I think I speak for all of us when we say we love what we see) but have you guys ever considered having a "contest" of sorts for new in game models? I remember when I played Darkfall they had a community contest where everyone designed their own weapons/armor and submitted them to the Dev team. They took the community favorite from each category and implemented them into the game. So in NC terms it'd be the equivalent of taking the best Pistol, Rifle, Heavy, Psi, and Melee Weapon I suppose.

Just some food for thought; might be a cool idea to bring the community out a little more.

We always tought about community contests, and we already did. For Weapons or Characters we would love to see community creations too, as every other game does. But, here's the but, that weapon and character stuff is a fragile construct as of the time written. There is no workflow for weapons (they involve characters and their animations too, unless you only wan't to re-texture it) yet, so i can't even give you all the details you need for the creations. We currently had and make some progress in this area. For example we got a first iteration of a new actor viewer and editing tool.

Once we established a healthy workflow to modify weapon models, there is for sure a way to make a contest for new ones.

bmurph101
07-10-16, 02:47
We always tought about community contests, and we already did. For Weapons or Characters we would love to see community creations too, as every other game does. But, here's the but, that weapon and character stuff is a fragile construct as of the time written. There is no workflow for weapons (they involve characters and their animations too, unless you only wan't to re-texture it) yet, so i can't even give you all the details you need for the creations. We currently had and make some progress in this area. For example we got a first iteration of a new actor viewer and editing tool.

Once we established a healthy workflow to modify weapon models, there is for sure a way to make a contest for new ones.

Oh man that would be dope. :D:D

Xortag
07-10-16, 10:21
If someone is willing to contribute to the project, i have some a few decals that would like to get a better resolution.

12635

New decal sizes are written under each one. Scale them to the exact new dimensions to stay within the original shape.

- Gaia Signs can be painted metal, Shelter sign can be varnished metal
- Alpha is not necessary, Vectors are not necessary
- The format can be a layered .tiff or .psd
- Please don't use any fonts or textures where the license prohbit commercial or derivating work
- You grant the Necron Support Team the exclusive right to use and redistribute the textures within the project

If you have questions, you can send me an pm or reply to this thread.

RuNmAN
07-10-16, 17:08
We always tought about community contests, and we already did. For Weapons or Characters we would love to see community creations too, as every other game does.

In this case I have to share my "super-mutated-sewerrat" which i did several months ago in Blender (because of fanboism), after I my bought my first graphics tablet ever. It's a highpoly dynasculpt, which - I guess- still lacks in detail. And the hardest part (retopo, texturing, rigging) is yet to come. :)
12636

Trivaldi
18-10-16, 03:55
That is one evil looking rat!

Looking forward to seeing contributions to the decals Xortag listed above too. :)