Weapon Smith#2

This week we take another look at our weapon making process, focusing on the Rider’s Axe.

Rider’s Axe

As a tier 2 weapon this axe begins to show some of the influences of advanced crafting components, represented by the steam parts.

Rider'sAxeConcept

Pictured is the concept art for the Rider’s Axe. The traditional one-handed axe is combined with steam and mechanical parts to give it a bit more power.

Normals scultping Maps

The modeled asset in high and low poly are shown here. The object is originally sculpted in high poly and then the modeler goes back over the sculpt reducing the polygon count. This must be done to improve performance in game.

Normals

Once the modeler has cut the poly count he sends the final sculpt over to the texture artist.

Gloss_Spec Gloss_spec2

In the above images the texture artist has started applied the early textures and specular mapping.

Finalized

In this finalized image the texturing is complete and all of the materials of the axe now look realistic and react to the lighting in game.

As always let us know if you have any great weapon ideas or any thoughts about this weapon!

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Weapon Smith #1

Over the next few weeks we are going to showcase our weapons creation process. This series will start with the weapon concept, and follow through to the final version.

Slayer Sword

This is one of the tier 1 one-handed swords. The sword is based on the sabre style of fencing weapons. Due to the brutal nature of the world of Utherous, a light, fast sword can be the difference between life and death.

SlayingSwordConcept (1)

Pictured is the concept art for the slaying sword. This concept combines a traditional saber design with some mechanical influences.

Mesh
The first step is to take the concept and turn it into a usable asset. This is done by modeling the sword in a 3D modeling software. In the top image you can see the general shape of the blade and hilt. Once the shape is settled, the modeler will go back and add some of the larger details into the hilt and blade. Once this is complete, the model is sent over to a texture artist for the next step.

SS1

In the above image you can see that the texturing has begun with general color added to the sword. Each color will eventually become different materials; copper, steel, leather, etc.

SS2

The next step is detailed coloring and photobashing. Photobashing is the process used to create early details in the texture by combining many images of the material you are looking to recreate. This image shows the sword at the end stages of photobashing. Additionally, some hand painted details can be seen.

ss3

The final step is to add a specular map to determine which parts of the weapon need to be more shiny than others. The metal blade, for example, should reflect more light than leather hilt. The above image has an early map on it and the weapon is already beginning to look more realistic.

ss4
With the texturing complete the final version of the zoomed-in hilt can be seen above and the entire sword below.
ss5

I hope you enjoyed this look into how our weapons are created! In future pieces we will include in-game screen shots of the final versions. Let us know if you have any great weapon ideas or any thoughts about this weapon!

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Dev Post 6/11

It’s been a little while since an update, but don’t fret we have not been idle!

The Art Team

  • – Lots of 2D Artwork for the Website (coming soon!)
  • – Worked on asset development path, trying to change it from a cart path to a highway
  • – Concept and modeling of monsters continues (see image on right)
  • – House banners started
  • – Hair development has begun, top stylists being consulted
  • – Score testing has begun for in game music

Programming Team

  • – UI tool development started for artwork
  • – Testing and optimizing ranged combat damage equations
  • – Still trying to push a square peg into a round hole in Unity 5
  • – Working on character creation screen options

Writing Team

  • – Character profile work started
  • – Rewriting history for cities

On top of all the in-game devellopment we have been working to get a new set of forums up. These will include a lot of concept art and a new logo! More info in the coming weeks!

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Dev Post 4/29

We have been focusing on pipeline and getting our Pre-Alpha build working this week

The Art Team

  • – Several new artists added
  • – Asset list for environment created
  • – UI development work
  • – Graphic design work for new forums

Programming Team

  • – Battled with Unity 5

Writing Team

  • – Alpha skills finalized
  • – Weapon options expanded
  • – Alpha Crafting skill work begun
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