Topic: Thoughts on art direction
HendrikL Topic Opener |
Posted at: 2020-11-08, 15:44
Hey there folks! So two years ago I started some tests using global illumination for rendering Widelands buildings. I also had a look at the renderings scripts, thought about high resolution renderings for widelands and some other topics. The main challenge for high resolution graphics would be to find a solution, that works for you guys in my absence, or rather a solution that anyone can work on. I got some ideas for that, but that is not what I want to address right now. The problem I have is that something turns me off about Widelands current graphics, that I could not pinpoint a long time. I think the graphics itself are well made and look good, but when put together they are lacking something. Since I am not a game designer and I also know very little about art direction I first wanted to know how similar games of the genre set their "mood". So I took a screenshot from Widelands, my favorite games from the Settler series and tried to make Widelands graphics match as closely as possible with those colors/values as I could.
Edited: 2020-11-08, 16:00
Top Quote |
HendrikL Topic Opener |
Posted at: 2020-11-08, 15:57
(image2) Top Quote |
HendrikL Topic Opener |
Posted at: 2020-11-08, 15:58
(image3) Top Quote |
HendrikL Topic Opener |
Posted at: 2020-11-08, 16:00
(image4) I am so sorry for Multiposting, but I could not find another way to upload multiple images per post to do the short essay above! Top Quote |
WorldSavior |
Posted at: 2020-11-08, 16:16
I think that "Widelands contrast corrected" looks much better. Very nice! Wanted to save the world, then I got widetracked Top Quote |
hessenfarmer |
Posted at: 2020-11-08, 19:17
Hi, I think thi is well spotted, well analyzed and well explained on top. Many thanks +1 for the contrast corrected one Top Quote |
niektory |
Posted at: 2020-11-09, 01:54
Your screenshot shows an old version of Widelands and is compressed with lossy compression so it should not be used for comparison. I attached a screenshot of the current development version (map: Large Ocean). Please don't use a sharpening filter, it looks bad and is unnecessary. Edited: 2020-11-09, 01:55
Top Quote |
GunChleoc |
Posted at: 2020-11-10, 07:38
Our biggest problem is the lack of a really skilled Blender artist - many of our buildings look too similar to each other, because their silhouettes are too similar. We also need to reexport in higher resolution for the zoom feature - I am currently working on the Empire workers, but I don't work on it that regularly, because it is time-consuming, exhausting and boring work and I do need to take breaks. Busy indexing nil values Top Quote |
HendrikL Topic Opener |
Posted at: 2020-12-25, 12:44
Thank you for your feedback! I’ll do the contrast check for the other screenshot. I also did this exploration to better understand how to set up the shaders for new graphics. The Problems with the higher resolution graphics for me are manifold and I would like to write down some of my thoughts.
After some thought I believe that a modular system asset approach with cage-modifier deformations and smart materials using adaptive tesselation is the best approach for this project.
There are some things in this workflow that I have to have a detailed look at. But I think its the best way to get high quality results but allows contribution from everyone. I will whip up some examples to see if it works like I imagine it to. I dont have a solution for the python upgrade problem yet. I’ll have a detailed look at how you need the graphics anyway, so maybe I can help once I know the code a bit better. Thank you very much for your time, merry christmas and a happy new year! Kind regards Hendrik Top Quote |
DragonAtma |
Posted at: 2020-12-26, 13:12
I'm still getting used to povray again (my last time was making the Atlantean barracks about four years ago), but once that's done I should have no problem finishing up barracks for the barbarians and empire. Of course, if you insist on blender instead of povray, you'll need to find and recruit someone who knows blender. Top Quote |