Uru With an Artist's Eye

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Uru With an Artist's Eye

Postby belford » Sat Sep 29, 2007 7:59 pm

Last week I started making a series of web pages, attempting to analyze the artistic techniques in Uru's Ages. What features make them look good?

The goal is not to rip off Cyan's work. (And certainly not to take textures or models from existing Ages.) I intend to observe and analyze the techniques Cyan has used. These ideas should be just as applicable to new Ages, using freshly-created textures and models.

(I have *not* been decompiling Uru Ages or Plasma files in any way. I'm working purely from in-game observation and screenshots.)

This will be very elementary stuff for long-time Blender geeks. But I hope it will be useful for modelling newbies -- and people who can't imagine where to start. :)

http://www.eblong.com/zarf/uru/build/
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Re: Uru With an Artist's Eye

Postby belford » Sat Sep 29, 2007 8:02 pm

I guess I'll list the pages I have up in the series so far:

Fade Into the Mist

Relto's Changing Sky

Shadows in Corners

The Light Turns
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Re: Uru With an Artist's Eye

Postby Paradox » Sat Sep 29, 2007 8:08 pm

Cool!

Those really do show a lot of the techniques used to make things look complicated, while actually keeping them fairly simple.

The best news is that Transparency (fading), Vertex painting (painted shadows), and ViewFaceModifiers (rotating sprites) are all implemented in the Alcugs PyPRP Blender plugin :D
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Re: Uru With an Artist's Eye

Postby JulyForToday » Sat Sep 29, 2007 8:47 pm

Really? I didn't know transparency worked. Not for fades anyway. I know you can make any object somewhat see-through, but fades are different, and something I'm very interested in using.
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Re: Uru With an Artist's Eye

Postby Whilyam » Sun Sep 30, 2007 5:14 am

Paradox wrote:The best news is that Transparency (fading), Vertex painting (painted shadows), and ViewFaceModifiers (rotating sprites) are all implemented in the Alcugs PyPRP Blender plugin :D

The vertex painting can make the shadows like under the Tsogahl rock? If so, any link to where I can learn how?
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Re: Uru With an Artist's Eye

Postby belford » Sun Sep 30, 2007 7:46 am

Two notes, by the way --

- I'm not trademarking this idea. Other people are welcome to post observations about Uru techniques. Or suggest techniques for me to post about. (I've got "forced perspective" on the list somewhere.)

- As I get into Blender and Huru, I plan to update my posts to give the tool-relevant commands and labels. Maybe point to appropriate documentation. This has not happened yet, obviously. :)
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Re: Uru With an Artist's Eye

Postby Nadnerb » Sun Sep 30, 2007 9:04 am

uhmmm.... as far as I know, you can't vertex paint to the alpha channel in blender, (plasma vertex colors include an alpha channel) so how, exactly, does use 'fading'? (I suspect that you can't, which is why I'm asking. feature request!)
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Re: Uru With an Artist's Eye

Postby Kato » Sun Sep 30, 2007 9:08 am

Obviously I haven't observed as much as you have, but I don't think the shadow on that Tsogahl rock is accomplished by vertex painting.

I think it's a regular polygon textured with a "shadow texture" and placed under the rock. The Cleft volcano--that might be vertex painting, it's a very smooth transition. But I'm almost positive that the Tsogahl rock just uses a shadow texture.

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Re: Uru With an Artist's Eye

Postby Paradox » Sun Sep 30, 2007 9:16 am

Actually that would be Vertex painting. A lot of the colours in Uru are handled by Vertex Painting, instead of colouring the texture or using lights.

Shadows themselves are a different beast altogether >.>
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Re: Uru With an Artist's Eye

Postby Kato » Sun Sep 30, 2007 11:17 am

:o That's some good looking vertex painting, in that case!

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