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Dev blog: The Art of Rubicon 1.1

First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2014-01-29 17:16:47 UTC  |  Edited by: CCP Eterne
The Rubicon 1.1 point release saw a considerable large upgrade of in-game art assets with a V3 renovation of all stations, the introduction of completely new wrecks for capital and supercapital ships which now properly reflect the destructive forces required to tear down these behemoths.

Please read CCP BlueScreen's latest art blog The Art of Rubicon 1.1 which provides not only shiny pictures (click the thumbnails in the blog for high resolution pictures) but also gives a deep insight into the work processes of our beloved art department!

CCP Phantom - Senior Community Developer

Chribba
Otherworld Enterprises
Otherworld Empire
#2 - 2014-01-29 17:17:03 UTC  |  Edited by: Chribba
Whooo!

Looks great! Those wrecks are yummy! And permanent b-r5rb wrecks site!! Good move!

(also might want to update the link to http://community.eveonline.com/news/dev-blogs/art-for-rubicon-1.1/ instead of the b-r5rb link... Smile) *thumbs up*

/c

★★★ Secure 3rd party service ★★★

Visit my in-game channel 'Holy Veldspar'

Twitter @ChribbaVeldspar

CCP Phantom
C C P
C C P Alliance
#3 - 2014-01-29 17:26:00 UTC  |  Edited by: CCP Phantom
Chribba wrote:
(also might want to update the link to http://community.eveonline.com/news/dev-blogs/art-for-rubicon-1.1/ instead of the b-r5rb link... Smile)

Yes, it is a bit unfortunate that the Bloodbath of B-R5RB happened one day too soon for the new capitals and supercapital as outlined in the Art blog to be displayed in game.

CCP Phantom - Senior Community Developer

CCP Logibro
C C P
C C P Alliance
#4 - 2014-01-29 17:34:11 UTC
So pretty! Can't wait to see more wrecks in space!

CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics

@CCP_Logibro

Jack bubu
Caldari Provisions
Caldari State
#5 - 2014-01-29 17:43:27 UTC
So now that Stations are V3'd, what is left to undergo this process before we get the new lighting system/render that was promised long ago?
Garr Earthbender
Imperial Shipment
Amarr Empire
#6 - 2014-01-29 17:47:35 UTC
but, but, where's my Rifter wreck?

-Scissors is overpowered, rock is fine. -Paper

Elena Thiesant
The Scope
Gallente Federation
#7 - 2014-01-29 17:49:11 UTC
Quote:
So now that I have this tool, what to wreck next …?


Battleships! Then battlecruisers, then cruisers, then....
Marlona Sky
State War Academy
Caldari State
#8 - 2014-01-29 17:54:42 UTC
This is some amazing stuff guys!
Obil Que
Star Explorers
Solis Tenebris
#9 - 2014-01-29 18:17:30 UTC
CCP Phantom wrote:
The Rubicon 1.1 point release saw a considerable large upgrade of in-game art assets with a V3 renovation of all stations, the introduction of completely new wrecks for capita and supercapitall ships which now properly reflect the destructive forces required to tear down these behemoths.

Please read CCP BlueScreen's latest art blog The Art of Rubicon 1.1 which provides not only shiny pictures (click the thumbnails in the blog for high resolution pictures) but also gives a deep insight into the work processes of our beloved art department!


It may be the smallest thing to some but THANK YOU for being able to turn off clouds. It is a *huge* benefit to those of us with weaker graphics cards.

THANK YOU!
Vincent Athena
Photosynth
#10 - 2014-01-29 18:31:00 UTC
"Well now you can now turn them off if they give your computer/graphics cars any trouble."

I have a graphics car?

Know a Frozen fan? Check this out

Frozen fanfiction

PinkKnife
The Cuddlefish
Ethereal Dawn
#11 - 2014-01-29 18:39:20 UTC
I love these, but I cant help but wonder why some of the ships don't seem to break along weaker natural stress points in the model.

The Providence being a good example, the front hull breaks but there seems to be a natural breaking stress point in the middle.

That, and some of the ships don't seem that badly damaged (rev, naglfar, Ragnarok). Was there intention behind that, or just artist interpretation?
CCP BlueScreen
C C P
C C P Alliance
#12 - 2014-01-29 18:44:44 UTC
Jack bubu wrote:
So now that Stations are V3'd, what is left to undergo this process before we get the new lighting system/render that was promised long ago?


We are definitely getting closer but not quite there yet, there is at least a good number of world/dungeon objects left to V3.

But believe me, we want to get there just as fast as you do, and we just about see the light at the end tunnel now.
Aurora Fatalis
The Scope
Gallente Federation
#13 - 2014-01-29 18:45:17 UTC  |  Edited by: Aurora Fatalis
EVE has graphics?

I jest, this is awesome!

If Chribba told you not to trust him, would you?

Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#14 - 2014-01-29 18:52:21 UTC
CCP Phantom wrote:
Yes, it is a bit unfortunate that the Bloodbath of B-R5RB happened one day too soon for the new capitals and supercapital as outlined in the Art blog to be displayed in game.
they would have just got one shot by a noobship... poke the game design devs and have them rework salvaging as Marlona Sky suggests

on topic - wrecks look fantastic and I really appreciate all the WIP screenshots, I love learning about the development process (and i suppose asset creation process in this case)

The next thing you should wreck, hmm... T1/T2 ships look straightforward with your nice new tool, so I suggest that CCP Ph00ze extend it to handle any combination of subsystems on a T3 :D
Bienator II
madmen of the skies
#15 - 2014-01-29 19:02:48 UTC
the only issue i see is that now if you would decide to update a capital ship model you would have to go to the process again to update its wreck. (and two wrecks next to each other will look identical)

but it certainly does look awesome - good job.

the stations look nice too, however i liked the old amar color scheme a bit more (warm yellow lights/force fields instead of white/gray) - but i am sure you find enough people who don't agree with me here ;)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

CCP BlueScreen
C C P
C C P Alliance
#16 - 2014-01-29 19:04:37 UTC
Vincent Athena wrote:
"Well now you can now turn them off if they give your computer/graphics cars any trouble."

I have a graphics car?


Dammit Ugh
Callic Veratar
#17 - 2014-01-29 19:15:04 UTC
I'm looking forward to the tool being integrated directly into eve and building the wrecks dynamically based on where it was shot and how it got blown up.
Liner Xiandra
Sparks Inc
#18 - 2014-01-29 19:15:56 UTC
While there was a specific need to redo the stealthbombers from their T1 counterparts to fit the actual launchers on the model, why did you pass up on doing the same with the Crucifier, creating a visual difference between the T1 and the T2 hull?

Also, I do get a slight feeling that a lot of the V3 work isn't keeping up with current visuals/processing power.

Even though wrecks were redone, the original hull still is taken from the universe, before magically put back, only damaged. There's no bits and pieces falling off during combat, there's no animation getting into this wrecked state. It's all very "1.0" if you catch my drift.
Effect animations on the new deployables still are the same camera-angle independent effects like we have on the warpdisruptor/stasis/sensor boosters/etc. that can look really weird at times.
With that, the whole directX11 client is also quite unstable still, with plenty of blackouts (especially when alt-tabbing)

I'm really asking; is all the artwork done now getting it's chance to shine with the current rendering engine?
Jack bubu
Caldari Provisions
Caldari State
#19 - 2014-01-29 19:18:40 UTC
CCP BlueScreen wrote:
Jack bubu wrote:
So now that Stations are V3'd, what is left to undergo this process before we get the new lighting system/render that was promised long ago?


We are definitely getting closer but not quite there yet, there is at least a good number of world/dungeon objects left to V3.

But believe me, we want to get there just as fast as you do, and we just about see the light at the end tunnel now.

Thanks for the reply, good to hear that not many objects are left.
Jessica Danikov
Network Danikov
#20 - 2014-01-29 19:24:14 UTC
Am I correct in saying that the new wrecks are just 1 wreck model per ship? Not that I'm complaining, they are gorgeous, but when you see 5 identical wreck models next to each other... does break a immersion a bit, and that gets worse when you make them visually distinct like this.

Dynamic wrecks are probably a long way off, but one can dream and these tools seem like at least one step in that direction.

Just can't wait for the sub-capital wrecks (I know, you didn't say that, that's just me reading between the lines...)
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