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Saw this in that press release announcement thing.
The artist does realize that "buckles" are pretty old-tech kinds of things, right? :)
(I get the idea of trying to stress "primitive," but "primitive to the point of nonsensical" shouldn't be the goals. Realistic primitivism is a bit more sensible. Half of those plates would fall off as soon as the person took a few steps...)
Why does nobody ever show wireframes anymore? <grumble> With all these high-end apps these days the best way to demonstrate an artist's capability and skill is... with a lit wireframe view. (I know I'm weird that way, but I can "see" an artist's talent/skill and their "intent" when I see wireframe renders... )
PS - The press release/article on this mentioned some concept art. Does anyone have any images for that? I love me some good, true, "concept art." Seeing an art director at work, keeping everything focused properly, is pretty darn magical. (I'm an "I SEE I DO" sort of 3D hobbyist. The idea of Art Direction and creating a good theme and sticking with it is alien to me. If I don't have a decent piece of concept art/photos/sketches, I'm darn lost. :))
Wireframes are when the actual layout of the mesh is visible. 3D models are made out of a lot of squares or triangles, usually triangles for gaming for faster speed though as far as I am aware they are usually made with squares because it's a lot simpler to do and then converted to triangles. Wireframe shows all the edges of those shapes so you can see how the model was made.
Thanks to things like normal maps making things look like they have more shape and physical detail than they actually do you may be surprised how few faces some objects in games actually have unless you look at it very closely and know what to look for. Spherical objects tend to be the most obvious as it takes a lot of faces to make something look round. Since the more faces means the more work it is for the computer to render it takes a bit of illusion work for people not to notice how not round some things are. Naturally as tech continues to advance the need to keep things minimal decreases, the older the game the lower polygon count and the easier it is to spot. (shape/face count)
Hope I put it out in sufficiently not trade speak.
The ropes all over the dang thing look super silly and that chest plate is terrible protection and doesn't cover nearly enough. You just get stabbed or chopped and die about as easy as if you weren't wearing it. I guess it's better than being naked but damn I wouldn't wear that if I wanted to live.
Far as I know, so far only two pieces of concept art have been released publicly.
The one shown in the news post you mentioned, that relates to this armour above.
And one showing off some of the environment.[pbs.twimg.com]
Thanks for that!
I've seen some for the original Kenshi, i think. (Reddit, perhaps?) Given Kenshi's setting, I'm always wondering where some of the ideas are coming from in terms of visual presentation. Granted, there aren't a ton of substantial differences in Kenshi across the spectrum of models/presentations as quite a bit of Kenshi's scenery plays into its presentation.
BUT, we're talking UE, here. We're talking about all sorts of neato rigging possibilities, lighting and particle effects that are "lightweight," dynamic geometry and all that jazz... That's the power of a well-done commercially developed engine suite - It's gotta be awesome, else the "Other Guys" will win. :)
So, you could have Skeletons with all sorts of different configurations on the screen at the same time. Sheks could have two extra arms with no problem. Bonedogs could have dynamic hair so puppy bonedogs looked like little floofy cute piles of fur and teeth while they played with their bones...
Capability influences design. What's "doable" opens up a huge spectrum of artistic capability. That's the sort of thing I'd like to see reflected in "what's next." Game mechanics, of course, will certainly be improved and all the new things brought to the table will influence what we'll be enaged with while playing Kenshi 2. But, "artistic scope" can and should be influenced there as well.
PS - Yes, as MadArtillery pointed out, a "wireframe" render is what it sounds like, though a true "wireframe" is a mess of lines since materials are ignored. Today, a "wireframe" render in common parlance basically renders an object with geometric edges visible, but treated as a solid in the render. (Lit wireframe, etc.)
https://i.stack.imgur.com/25xtv.png
^--- Shaded/rendered wireframe view of a 3d sphere. This actually tells someone familiar with 3D art what it actually "is." That is likely a primitive, since nobody in their right mind is going to produce a sphere like that for production work with the massive polar "stars" there to screw up every material render, ever... :)
Most game models are tris, using three vertices which is the least amount necessary to yield a "face." (A plane. Commonly called a "polygon.") These are then given materials like Normal and Bump maps to give the appearance of higher detail, but without the overhead of extra polys. Looking at the model shown in your post, as is, I can count some of the faces by looking at the edges of the model because normal maps don't add edge detail like a displacement map or procedural particle effect (hair) might. (They don't create "geometry" during the rendering process.)
Also, wire views of any sort communicate the use of the model in question. You can tell, for instance, what sort of rigging a model has just by its geometry, provided the artist is competent. You can spot efficiency, purpose, intent of use, and gauge the overall skill of an artist just by looking at the wireframe... That applies even if it's retopo'd, since that requires skill as well. It's also not terribly difficult to tell, for instance the original work done for the model, whether it was modeled in tris to begin with or converted. (Modeling in tris sucks for anything bigger than a "box." Most is converted or retopo'd or otherwise altered from quad modeling unless its something "sculpted" first and then spat out by application dependent settings/etc.)
Anyway, while I love Artstation, I don't get my 3D fix from many of the portfolios because they're often skipping showing wires... At least that model certainly looks like a "game ready" model and not something someone pushed out of Zbrush with fifty billion psuedo-polys but with no "game ready" skill being shown. (That gets kind of depressing, really. It does take a great deal of skill to produce outstanding models with Zbrush and a bunch of really good material work, but none of those great models are going to be seen "as is" in a game. 3D Still render models are orders of magnitude more dense/weighty than an in-game model. Though, what's being done these days is pretty darn radical from some of the AAA model work I've seen. Gone are the old hilariously polygonal Tomb Raider models. :))
PS - A RAFT! In the concept art! Oooooh.... such promise! :)
If kenshi 2 will have cel shading (on or off for "modern gamers") will be nuts and very beautiful to watch aswell like in the environment picture!
https://preview.redd.it/tu855f6xk8241.gif?format=mp4&s=32c8ecae86ec8905c47f6ca889e10574706eceb9 or this lol been looking at a bunch of unreal engine games
but this most of all reminds me of KENSHI hell i thought it was kenshi 2 for a sec
https://www.youtube.com/watch?v=iURZiuNHCJY lol
starting at the 37 second mark