Pine DevBlog #10 - Shots and Splatmaps Posted in Development Blogs

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Since the last two weeks, we have been working on a new trailer that will show the best parts of Pine in a glorious way. For this, we're taking the approach of combining the creation of that trailer with actual production, so that the team doesn't lose any valuable time on the overall project planning.



What does that mean? Rather than working in separate scenes, as is done in a lot of trailers behind the scenes, we are shooting this one on location. We are working hard to get the structure of Albamare into the game, work on all of our terrain tools and making sure we have the correct layouts to shoot the trailer in - but also to play the game in. Here's a mockup of the terrain tools we're employing:







We are experimenting with some lighting, fog systems and more, all while keeping an eye on the exciting shots we have in mind for the trailer. We design and build the basics and then practice and apply those by making sophisticated situations and shots out of them.







Albamare now supports 16 textures, encoded in four different splatmaps with four channels each, allowing for much more variation than before. Combined with heightpainting and LODding, we are getting closer to a game ready terrain.







As always, we keep on working on the inhabitants of Albamare. The Mannoth critter got a new sculpting and color pass, for example!







Every week we render out the trailer as-is, to see where we need to improve - iteratively, we'll have a great trailer by the end. Stay tuned!



Until next time!