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Post news Report RSS 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.

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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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Lоnerboner
Lоnerboner - - 8,303 comments

Dem cows.

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

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fameless.face
fameless.face - - 412 comments

This looks perfect! cant wait to play it.

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Soif
Soif - - 19 comments

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

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RogerRamjet
RogerRamjet - - 1,564 comments

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.

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reok
reok - - 469 comments

Erstklassig / Top-notch !! :)

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Marth8880 - - 1,778 comments

Wow. This is absolutely brilliant. :O

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