Report article RSS Feed Dev Blog #8: Ain't no sunshine

Hi folks, I'm [TWDEV] Franky and I'm an artist on the Traction Wars team. I would like to present to you this developer blog as a bit of a retrospective.Some of the imagery illustrates my most recent assets, whereas other screenshots give a more polished look at some older work. I felt it was worth re-visiting some of these pieces in order to showcase improvements that have been made specifically to shaders, materials and also lighting.

Posted by [TWDEV]_General_Naga on Oct 26th, 2012

Hi folks, I'm [TWDEV] Franky and I'm an artist on the Traction Wars team. I would like to present to you this developer blog as a bit of a retrospective.Some of the imagery illustrates my most recent assets, whereas other screenshots give a more polished look at some older work. I felt it was worth re-visiting some of these pieces in order to showcase improvements that have been made specifically to shaders, materials and also lighting.


Lighting

To start off, you can see how important lighting can be. Of course it is an incredibly complex topic and I don't intend to go in-depth on the subject, but different moods can be created with a few simple tweaks. Time of Day is handled dynamically by the engine itself, which makes our job a lot easier (and fun).

Since experimentation feels so intuitive and straightforward, a specific look can be achieved fairly quickly. You can see how the sun's position influences the length of shadows that are being cast, making a scene feel more or less dramatic. Add to this colour filtering to achieve a sepia feel, height fog, sky colour, depth of field to focus on close or far away objects and you'll probably agree that it is easy to fill a book with information on lighting alone. What's great is that with the advances in software complexity we can emulate techniques used in film and photography and see immediate results since everything is rendered in real-time.

Materials

Outside of vegetation and characters, the environments consist mainly of 3 categories of materials. Stone, wood and metal materials. They each have their own visual properties which we try to emulate by setting up correct shaders and applying them to the models. Those shaders determine the appearance of materials and how the textures interact with the lighting. By controlling the shiny, glossy and bumpy properties, we give the textures the right feel to them.


I hope you enjoyed this devblog, but that’s it for this time, if you have liked what you have seen and would like to share your thoughts about the game or just get involved in the community you can visit our forums. You can also keep up-to-date with current development and news via the social networking links below.


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[TZP]LoNer1
[TZP]LoNer1 Oct 26 2012, 3:39pm says:

Dem cows.

Nice update, looking forward to the next ones! :D

+6 votes     reply to comment
leon.ladisic
leon.ladisic Oct 26 2012, 3:56pm says:

This looks perfect! cant wait to play it.

+3 votes     reply to comment
Soif
Soif Oct 26 2012, 4:04pm says:

Excellent use of the depth of field (it's not ugly and blurry like in most games) and great lighting :D

+4 votes     reply to comment
RogerRamjet
RogerRamjet Oct 26 2012, 4:41pm says:

Nice update. Would like to say nice grass layering. Having 3 or 4 different and random patch work of grasses gives a very realistic feel to your dead cow field. Maybe one or two live cows would be much less disturbing. lol.

+4 votes     reply to comment
reok
reok Oct 26 2012, 5:49pm says:

Erstklassig / Top-notch !! :)

+2 votes     reply to comment
Marth8880
Marth8880 Oct 26 2012, 6:47pm says:

Wow. This is absolutely brilliant. :O

+2 votes     reply to comment
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