It's a render We'll have an in-game shot or two coming soon, though they too will have some touching up (including shadows). The game is still in early stages so not all of the tech behind it is nailed down.
Go for bump-mapping to make the characters look like the typical clay-figures from Aardman (fingerprints etc.). Did you know that Aardman uses special clay that already has the fingerprint-patterns on it? That shows how important that detail is...
In-game isn't ready to be shown and picked at yet, so we're sticking with rendering our game assets for now. There's a cleaner version of the art up in the latest blog post, too. Woo!
It's a render We'll have an in-game shot or two coming soon, though they too will have some touching up (including shadows). The game is still in early stages so not all of the tech behind it is nailed down.
Will the Shadows be added to the engine, or why will they be touched up in those screenshots?
Will the Shadows be added to the engine, or why will they be touched up in those screenshots?
Tech is still up in the air/under the knife. We're aiming to get as close to that render as we can, and the game, even in its early state, is already looking more similar to that render than most people would expect.
A real in-engine screenshot is featured on the website (Gromit in the kitchen).
Just a tad disappointing, I must say. I've gotta admit, with both "Bone" and "Sam & Max" originating from comic books, it was okay to have the stylized 3D-look that the TTT provided. But with W&G you've gotta go full force to update the engine a bit, as those two were always very plastic and shot with real cameras. That means stuff like depth of field, shadows (and not just a dark blob on the ground) and at least some surface shaders (bump mapping? specular mapping?) should be implemented. That's of course only my unimportant opinion, but the rendered trailer gave some good ideas.
By the way, who encoded the trailer with fields? Nick??
Like we said earlier, tech for the engine is still up in the air. The game will definitely look better than the screenshot in the kitchen (which I think already looks exquisite), but exactly which nifty features will actually make it into the final project has yet to be decided.
Was the trailer encoded with fields? That was probably me, and I'll go fix it now, if true. Booo.
Also, listing off a bunch of standard rendering techniques and telling us we "have" to do them doesn't actually help anyone As I said, that shot is representative of very early in-progress tech. Sorry to disappoint you with a development screenshot.
Also, listing off a bunch of standard rendering techniques and telling us we "have" to do them doesn't actually help anyone As I said, that shot is representative of very early in-progress tech. Sorry to disappoint you with a development screenshot.
Yeah, I'm sorry about that. Of course I shouldn't be disappointed as that early in-engine shot is in no way representative. Still, I don't regard DOF or other stuff as "standard"... especially not in the adventure genre. I could've been more specific, but then I would just get kicked for getting too technical.
I guess my 3D-background (as in my job, not my environment ) makes me picky when it comes to visuals, and W&G still impress me more than most purely 3D-animated stuff. And as the W&G-look is very specific, I just hope that the games do it justice... that's all.
Comments
When will Telltale have its shiny VIP section so we can get this is shamefully high-resolution?
That shot looks great. Despite it being a render, I think it still shows us what sort of flavor to expect from the game. I hope the flavor is grape!
Please?
EDIT: Jake cheated. He just used the uncropped version of my image.
EPILEPTIC SEIZURE WARNING!
link
(By sticking an animated gif into a post, I have become the forum poster type that I hate... *cry*)
edit: That got annoying pretty quickly. It has been edited to a link to spare others.
ooooOOOOoooo
Oh well...
Seriously though, I can't wait to see what you're going to do with this licence.
Will the Shadows be added to the engine, or why will they be touched up in those screenshots?
Remember: Drugs are bad, kids.
Tech is still up in the air/under the knife. We're aiming to get as close to that render as we can, and the game, even in its early state, is already looking more similar to that render than most people would expect.
show off....
It says render in the filename :P
A real in-engine screenshot is featured on the website (Gromit in the kitchen).
Just a tad disappointing, I must say. I've gotta admit, with both "Bone" and "Sam & Max" originating from comic books, it was okay to have the stylized 3D-look that the TTT provided. But with W&G you've gotta go full force to update the engine a bit, as those two were always very plastic and shot with real cameras. That means stuff like depth of field, shadows (and not just a dark blob on the ground) and at least some surface shaders (bump mapping? specular mapping?) should be implemented. That's of course only my unimportant opinion, but the rendered trailer gave some good ideas.
By the way, who encoded the trailer with fields? Nick??
Also, listing off a bunch of standard rendering techniques and telling us we "have" to do them doesn't actually help anyone As I said, that shot is representative of very early in-progress tech. Sorry to disappoint you with a development screenshot.
Yeah, I'm sorry about that. Of course I shouldn't be disappointed as that early in-engine shot is in no way representative. Still, I don't regard DOF or other stuff as "standard"... especially not in the adventure genre. I could've been more specific, but then I would just get kicked for getting too technical.
I guess my 3D-background (as in my job, not my environment ) makes me picky when it comes to visuals, and W&G still impress me more than most purely 3D-animated stuff. And as the W&G-look is very specific, I just hope that the games do it justice... that's all.