by KING Art Games
Thanks for sharing!
@KING Art Games
I share Laserschwert's curiosity about using this technique with foreground objects. However, I have a few more questions as well:
1.) What do you to about dynamic lights in the scene, like the one from the fire next to Shieldhand? Are you just additively blending it without per-pixel albedo and normals?
2.) Also, how are you handling dynamic shadows against the scene? Are you just using multiplicative blending and darkening the scene?
3.) Are you using light probes for the dynamic objects and characters? If so, are you manually placing lights to bake them, or are you just using the prelit scene?
Daedalic seems to be doing something similar with Whispered World 2, and Jack Keane 2 did something like this as well... But everyone's using a different engine?
@Laserschwert: Our graphics guys already left for the weekend, but they'll answer your questions on Monday.
@Filena77: Thanks for the link. I've just sent them an email about our Kickstarter.
@Laserschwert: I'll forward your questions to our programmers.
You could try point there, www.jeuxvideo.com, most read web site in french, you can msg them in english without problem, they not reply to normal joe for announcement
I have a question about your projection mapping: Are you using alpha masking for object edges? Because although the scene is low-poly, objects in the foreground (like Ivo's bed frame or the snow covered rocks in Seastone) don't look low-poly at all. Are these just mapped onto planes?
Another thing: You say you create the backgrounds in 3dsmax. Are you by any chance using V-Ray for rendering?
Anyway, it looks fantastic and I'm SO looking forward to this game.
That does look beautiful. :-)
nice, that looks awesome!