Development Blog Update - Unknown Worlds Videocast #7 - Texture rendering
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
Awesome videocast, haven't seen how texturing in games currently is done so thanks for the insight guys <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Makes we wonder about alien dynamic infestation and the way it is textured/created- when the engine randomly generates a 3d model that stretches across the map can it also contain greebles (probably not the correct use of the term but you get the idea). i.e it would be far more visually interesting if rather than a smooth and slimey mass expanding in a linear fashion like we've seen, it would branch out and depending on the age of the infestation would be covered in the base texture but with more mature 'greebles' or mini-textures/models over top that would be low poly but break up the monotony. I don't know what movie i'm thinking of but flowers sprouting out and opening with a cool timelapse animation type thing comes to mind. Something that indicates the age of infestation and also indicates how effective your flamethrower will be on it or something. Thinking about the bioluminescence of the hive I was thinking little bioluminescent bulbs might form really weak light sources, in turn the light might only be a wavelength that the aliens can see giving them a home turf advantage (i'm sure the ideas are endless and complex so i'll shut up now).
It's an interesting process though, and a great way of visually unifying the textures of a map with such small details. That's one thing i've loved about NS, the texture sets and lighting choices of each map were never uniform because realistically the architexture of a minining facility shouldn't look like a marine bunk and mess hall.
John finger - whoever you are, thanks for doing a good job on these <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
The only thing that i don't like is that strange intro music, imho it sucks.
It's really cool to watch how my favourite game and it's team evolve. Hope you guys come out big someday.
I'm hoping to get into game design someday and I always watch stuff like this.
I also think whoppaXXL is right about the intro music. It's defining for the casts, but if that is the in-game music I'm leaving it off.
great video cast though!
It is good to know that it is possible to create such quality work quickly. The wall textures look cool by themselves but with light they are totally awesome! And that was just static light... Imagine: moving light sources, infestation, critters running everywhere - it's going to be very atmospheric.
Speaking of atmospheric, I believe you're going to include mist in hive rooms. I haven't really seen any mist effects, that affect gameplay, in any FPS before (besides the smoke grenade in CS) and would like to know more about it - is it just going to be adding to atmosphere or will it also help aliens defend their hive?
First of all i am really impressed and so glad that i see some people in life persuing their dreams and doing it so well. It really blows me away and is inspiring.
From what i see, you guys are making the community not only thrilled for the release of this game but because of the professionalism and classy display of development, your making everyone want to have your job, want to be in your shoes! And i think its not just the fact that it would be incredible to be accredited for such a creation but the fact that you guys are persuing your dreams which makes everyone want to do the same.
Not only are you creating a game but your helping people onlook their futures in what they would like to do.
It all happens for a reason.
Keep it up! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I'm so glad you share industry workflow and other insights with us, thank you so much!
Again, awesome work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Looks great.
Consider 10 copies of NS2 bought by me already (for me and all my workmates, bday presents and so forth!)
P.S: the music is just fine, and it's obviously just podcast music and not in-game music.
I think you mean valve
I really hope that you guys do excellently when it comes to release, I've been spreading as much word about you as I can, almost everyone I speak to knows about NS2, and is really excited about it.
Not just that, I recently got my first job working in games development, and everyone I have shown your website to is really impressed with the attitude and quality of work. I think it really makes people think twice about how they treat their customers.
All in all, I hope you guys make a big splash in the industry and set some trends!
Edit - Oh and, everyone loves all the concept art.. I've had so many good comments on my wallpapers (all NS2 art) at work! - you should really get those printed out really large.. I'd purchase them all!
The process shown there wasn't computer programming. Digital art is entirely a separate field. The actual execution is more tedious than difficult once you know it, but it takes a long while to master. It's fun though, because you create things, and can see them in their final element where they look all fuggin cool.
learning how to type is probably the first step to that "carrer" <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
i'm probably going to by like 10 copies of ns2 and give them out to some of my friends so to entice them to play <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> - the team work was amazing when you had people that knew each other in ns1.
team work vs skill usually wins in the end.
The video was unexpected, short and sweet.
How is the shinyness (specularity?) of the final texture created?
Do you think games tech will advance far enough for those wall models will ever be used in-game?
Will their be a hera/eclipse style texture set in NS2?
Love it thanks and greetings from germany <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<a href="http://www.youtube.com/watch?v=Chor5-c0iD0&" target="_blank">German subtitles by lerk.de</a>