Day: November 7, 2017

Some screenshots of newly-painted PBR ships.

These ships are painted by Blue using Substance painter — well, overpainted by Blue.  These were ships that she had previously painted in photoshop directly in a cel-shaded fashion, and which now she’s overpainting to give it a mixed realistic look.

It’s worth bearing in mind a couple of things:

  • These are screenshots from Substance Painter, so it will look a bit different in Unity.   See my recent videos on that subject.
  • These have emissive parts on them, but that REALLY doesn’t show up properly in the substance painter view, so you’ll have to imagine that part for now. ;)

Autocannon Minipod

Old:

First revisions:

My main note on that was that it didn’t feel beat-up enough, although beyond that I really love it.  And, um… what a difference, right??

Newest:

Aww yiss, now we’re talking.

Fighter

Old (although with some improvements that were overdue on the cel-shaded part):

New:

I just love the fighter, with how metal and beat-up it looks now.  It should do particularly well in the in-game lighting and with the lightmaps on. :)

Armor Ship

Old:

New:

I also really love the metalness here, and the added details.  I’ve asked about adding a variety of scorch marks on that, though.  We could do a variety of smart masks and then make them black with a very high roughness and potentially low metalness and that effect happens easily.

Bomber

Old:

New:

Overall I really like the bomber, although it feels a bit too gleamy-shiny in some ways.  Maybe having it a bit more worn of a metal as a base there is something we’ll do — or just introducing layers of wear.  I love the scratches we have going on.

Eyebot

Old:

New:

The eyebot is perfect, I love that glassy look it has and how perfect it seems in a lot of ways.  Really a different form of character to it, which is fantastic. :)

That’s all for now!

Just thought I’d share a bit of the progress that is being made.  Now I guess that our main problem is that these ships are drawn so bloody small in the battlefield — relative to the camera — that all that awesome detail is lost…

We’ll figure it out.  Someone on kickstarter was mentioning the same thing.  Maybe the answer is smaller squads of larger ships, or using more verticality to fit larger ships in the same radius, or who knows.  I don’t want to shrink the feeling of scale of the game, but at the same time we want to be able to see more than just the icon-fest, at least when zoomed in.

 

More AI War 2 art-related videos!

Figured I’d cross-post this new batch:

The above is a tutorial for Cinth on how to get things ready for Blue to do her painting in Substance Painter. It doesn’t handle the old-style of very-high LODs for us yet, but it gets all the rest of it.

The above is a video for Cinth on how we need to update our existing ship definitions to fit with our new “one material only” approach, which relies on mipmaps and GPU instancing for the bulk of its efficiency, rather than on baked vertex colors and dynamic batching.

The above takes a look at the newly-free alloy shader framework, which we’ve used in other projects, and looks at the difference in quality when we’re now integrating it into AI War 2.

Starting at 8:30 in there is a tutorial for Blue, and at about 23:00 in is a tutorial for Cinth.

https://assetstore.unity.com/packages/vfx/shaders/alloy-physical-shader-framework-11978

https://forum.unity.com/threads/alloy-physical-shader-framework-version-3-for-unity-5.305178/page-34#post-3278461

The above video is about three ships that I’d done with standard shaders previously, including the first backer’s custom Ark, and now they’re converted over to Alloy. Just a video of me working and chatting about it as I do. Why not.