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It turns out that the pipeline has its downsides, the most notable being that every artist new to the project has to spend at least a month getting up to speed. This would allow us to keep working with the same artists who had such a big impact on Kingmaker’s visual style. The idea was to teach them the theory of physically based rendering and let them apply their painting skills to PBR. Kraptick Multi-Purpose Water Resistant Poly Tool Holder EDC Pouch Camo Bag Military Nylon Utility Tactical Waist Pack Camping. You can see how the hand-painted look is preserved on a normal-mapped model.Īnother reason for choosing this approach was the fact that by the time we finished Pathfinder: Kingmaker, we had gathered quite a few really good artists capable of creating hand-painted textures. This part of the process is shown in our video. In the final result, 95% of normal map detail is painted by hand, with diffuse and roughness being 100% hand-painted. When this part of the job is done, we pass the models and normal maps to the texture artists and let them go nuts with the models in 3DCoat. The only purpose of these normal maps is to get rid of the hard edges on the model and replace them with some nice, smooth bevels. We start by creating very simple models of body and armor parts (which, by the way, usually share the same UV layout for similar parts) in Maya and bake some extremely low-detail normal maps. We wanted to find a way to make our textures look handmade and painted in a modern lighting environment. And despite upgrading our lighting model, we decided to keep the same approach to texturing in PF: WotR. We loved how Kingmaker’s visual style turned out, with every texture made individually, by an artist’s hand. Our character creation pipeline is quite uncommon for modern video games and involves a little bit of modeling and lots of painting. But again - what's the purpose of Relief Only view mode in that case? But this require some amount of jumps between rooms and some adjustments of lights and parameters in the Render room and that's not so fast and straightforward, but it's totally doable, and also looks like it's a more advanced option to do this kind of stuff. Yes, I know I can bake lights from the Render Room with the Light Baking tool. So, looks like this view mode is useless right now.
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Also, it looks like there is no way to use this lighting information anymore because there are no options for that in Calculate Occlusion or Light Baking tools. I think this is pretty fast and straightforward method, and especially useful for handpainted workflow to quickly make a color base for further painting.īut in more recent versions I can't adjust the light angle in this mode (probably a bug). But also I can bake this light information using the Calculate Occlusion tool because there was an option for that. I have an old version 4.5.03 where I can adjust the light angle in this view mode. So there is Relief Only view mode in the View menu - hotkey:
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