We promised to keep everyone updated every 2 weeks and it’s about that time again. There are so many things going down in the Kingdom that we need a dedicated person, Cambo, running around collecting the goods to keep you informed. These updates will be smaller since we are splitting…
Our artist are always creating beautiful art assets for TUG. Today, Inkmech takes a few hour from his busy day to write a short tutorial about painting textures in photoshop.
*In this tutorial we extensively use photoshop!
Hello, it’s Inkmech again, here to tell you about how we paint and texture! So there are a couple of ways we approach textures in the studio. Many members of the art team serve in different roles or functions, but because we are an indie studio it often becomes important to be able to jump specializations and help out. Since we can suddenly have people with different styles jumping into the same task, we had to find some way to combine our powers and create
First lets look at some high concept snippets for painting the textures pull from the Art Style Guide!
"The environment designs should pull from predefined aspects already in the game as much as possible. Reuse of tree silhouettes, bark shape flow/patterning for paint strokes, or overall use of the S shapes. It is important to maintain a contrasting balance in the details, places for the eye to rest, or larger dark areas that pull from other game objects silhouette."
Ok, so there you have it. This little snippet is more of an overview of what we think about when we paint and when we get a chance to go back and grab some older art to fix up for the new standard of goodness! For some team members and modders, this may not be enough though. So we also came up with a cheat process to get to the ideal texture quickly. Here is another snippet that explains this a little.
"For actual texture information you can source photographs (free license or personally taken) and run them through the filter tree. There are also brush resources for maintaining the look and feel. Always remember the paint strokes and the way they terminate and blend. An example of the filter tree can be found in the technical info section"
Wait what! Filter Tree? Technical info? Don’t worry, we’ll go over that now with some images!
First you need to paint in some basic colors and maybe even add in some shapes. In this instance we’re going to update our rock textures with some sediment banding (send me a message if this is not the proper term!)
Next use zbrush to get some texture/shape deformation or render to texture in max or grab a photo. We’ll now use this image or images and create a new layer in photoshop. This new layer needs its blending mode set to soft light (this gives it some sublte values without blowing out the texture beneath it). For this demo I went outside and shot some pictures of rocks near by……mmmmm outside
Next we merge these layers into a new one; you can do this by selecting your layers and pressing ctrl+shift+E, then we run through our Filter Tree.
Filter > Filter Gallery > Dry Brush (0,10,1)
Filter > Unsharpen Mask (30-40, 5-8,0)
Now paint into the texture using a rough brush (I personally use a chalk brush) and use outlines for focused detailing (I use a hard round brush here or I remove the transparency from my chalk brush). Rough in other colors to make blends and remember that too much noise leads to realism! This final process is more about removing the noise and replacing it with straight strokes than trying to get things to blend. Cleaning up small little specs and adding larger broader strokes help to make the “look” at this stage.
Patch Alpha 0.6.4 is here, and now you finally have something to run and hide from, in game. Something that isn’t so bright, but it’s a start. We have a few really neat systems that have come online and its another step towards this big tech demo, actually becoming a game. As per usual, lots of borked stuff, so your feedback is ALWAYS needed to help us squash dem bugs.
New terrain gen is just trailing behind and will make it into an update VERY soon. As mentioned in a previous post, we are going to open up a second branch of ALL the things we work on, as we work on them, so content will be more frequently shown on that “InDev” branch. Play this branch at your own risk, its possible to splode… but its at the risk of seeing all the pretty new terrain and content on almost a weekly basis before it gets pushed to the main branch.
As usual, send all complaints to @BrennanPriest42 , Why No multiplayer, bro, harass@camfergusondfw and all compliments and virtual high fives to me, @inoritewtf and follow all our stuffs, in general @nerdkingdom
- Powdered apothecary reagents
- Saber Cat predator
- Hollowed Pumpkin Shell
- Pumpkin Cauldron
- Gourd Shell
- Gourd Flask
- Multiple potions can be created using the Gourd Flask
- General animation tweaks
- Added labels to all objects
- Objects now have a durability and deliver differing durability damages per tool
- The flat rock at the campfire can be used to grind ingredients into powders and used in potion recipes
- Apothecary system now available with 5 different potion recipes
- Tools can be broken down to reclaim resources
- Wild alchemy tables allow for basic conversion of some resources
- Eating fruit produces seeds; seeds can also still be created at the workbench
- Adjusted the drop rates for trees and rocks
- Drops from harvesting objects stack and report back the number of items in a stack
- Enabled tool tips for inventory items, can be toggled on/off from the options menu
- Integrated CEGUI; Reimplemented the main menu using CEGUI
- Implemented fall damage for controllers
- Crafting and recipe system has been revamped for more control
- More game data and logic has been moved into Lua
- Restructured game data directories for easier mod support
- Added basic mod support and selection through a text file under /configs
- Minor Optimizations
- Increased stability significantly
- Improved jump sequence
- Tweaked the logic behind spear throwing
- Integrate Lua Debugger
- Implement Debug Console for Mod Development
- Fixed and expanded the Input menu
- Disabled particle-based clouds by default. They were causing too many rendering issues.
- Proving Grounds has been temporarily disabled.
- Multiplayer has been temporarily disabled while we revamp that whole system.
- Fruits have durability bars
- Some fruit bearing plants are over-producing fruit and not properly despawning “old” fruit
- Spears stuck (and not dropped) in the world aren’t saving properly
- Cats and Goats love to get stuck on the terrain and other objects.
- The location to harvest Cat and Goat bodies tend to be slightly lower near their feet
- Can place items (right click or Q) through voxels if you are too close to the voxel.
- When (right-click) placing a Vine Fence, it places inside of the player.
- The game can crash on exit.
- Weapon/Tools placed in the environment return to full durability between game sessions
- When digging voxels, sometimes their collision will remain there.
- Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
- Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
- 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
- The sprint key (Left Shift) cannot be rebound.
- Can’t bind the Mouse 4 and Mouse 5 buttons
- The main menu has some placeholder text
- Sometimes when resuming the game, the death sound will play
- Cats and Goats don’t save
An early introduction about TUG’s early magic interactions. How is apothecary and alchemy introduced in the world of TUG?
Thus far in TUG we have seen a lot of beginnings to systems including the crafting, cooking and hunting systems. Each of these have used a very basic principle in its design,…
TUG Animation Information for the Masses
More on planning, with a hint of Predators
Hey all, Skittles here again, and today we are continuing our exploration into Animation in TUG!
Last time we chatted about the my focus on planning, gathering information on restrictions/requirements (like needing things to move at a certain speed or hit on certain frames to keep certain beats), and just overall working with the team so as to get the most of of each animation. This week, before we get down to the nitty-gritty of taking an animation from planning to something closer to what you see in-game, we are going to chat a bit more on the planning side of things.
After having gotten done determining movement speeds and sound information, the last bit of planning before starting an animation is “how many states will this character/critter have”. Now, to better illustrate this, allow me to use you, dear reader, as part of this example. You have many states you go through during the day; one of which is sitting, another sleeping, and yet another is walking. Now for you, you might consider that you right now are just sitting there reading this, while for me, your state is the “sitting” state, and you are performing the “reading” action at this very moment. Now that I have hopefully illustrated what I mean by “state” , let me proceed with my animation explanation. After determining the state, I then must conclude what sort of animation it needs to be. There are two types of animation I tend to use to get the variety of animations we have in game, the animations are either an action, or a loop set. These two can either be used to transition from one state to another (A), or to simply complete an action and return back to it’s previous state (B).
On top of these two, there is also the determining factor of should this animation be combined with one or more of state’s default animation? If it can, this is then called a mask (both images above use a mask for only applying the animation from the hips up, thus allowing from the hips down to either walk, run, idle, or crouch). Last, but definitely not least, is the action frame. The action frame is the frame in which the important piece of the animation takes place: the strike of the weapon, the contact of the pick, etc. The action frame is something determined and balanced by the game designers, and then it is up to me to take their timing adjustments and make sure I hit the correct timing.
So yeah, with that all in mind, I open my 3D program and load up the rig Shotgun Ninja has so awesomely put together for me, and then go to town. It is here at the first animation for the character/critter that I choose either to animate the walk, the idle, or the run animation. Now the idle animation will most likely have the most animations branching from them, but the walk and run cycles give me the chance to explore the personality of the character/critter. I normally choose to start with the walk, that way I can get into the character’s personality faster and use it to influence the rest the animations. The predator was a fun one to work on because it needed to be fierce, stealthy, and powerful. Starting with the stalking animation, I immediately brought his head down so as to give a more ominous feel stealthy feel, while having his tail whip from side to side to show his excitement in the hunt. I tried to keep his head as centered as the movement of his body would allow, to give the impression of focus and determination.
Alrighty good peoples of the internet, it’s been fun sharing this time with you, but now I must get back to actually putting these tips and tricks into practice and giving yall new animations to play with. *high five*
… hmm… would a “high five” be loop set or an action… action I think… unless… unless we wanted to have the hand stay up in the air WAITING for another person to participate… Then a loop set it is… the high fiver would wanna be able to move around or stand still, so it has to work with idling, walking, and running… now which hand shall I apply this to… I think the Gem hand, that way the high fiver can still be productive…
Yeah… *waves* bye now!
Here at Nerd Kingdom we spend a lot of time thinking about how we can empower the community to help create the game they want to play. One important way that we can help do this is by supporting modders with the tools and information they need to author interesting content. Modding is always at…