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Saturday 12 May 2012

Jade Empire - Reflections

Jade Empire texture URL list:

http://slodive.com/wp-content/uploads/2012/01/gold-textures/gold-platter.jpg
http://www.getcliparts.com/wp-content/uploads/2008/01/wood_texture2.jpg
http://ftextures.com/textures/Red-painted-wall-texture.jpg
http://www.vam.ac.uk/users/sites/default/files/album_images/43909-large.jpg
http://www.deviantart.com/download/157051967/Cream_Texture_by_Artbox_DA.jpg
http://www.pixelscrapper.com/sites/default/files/assets/user-1/node-547/image/marisa-lerin-solid-red-paper-asset.jpg
http://www.armoredfloors.com/ArmoredFloors/images/tiles/stone/Brown-Stone.gif
http://www.fremantlestone.com.au/cache/path/:upload:pages:colours:greystone.jpg/width/960/height/800/name/greystone.jpg

Basic door diagram. Sans a lot of the extra stuff I added in in 3D:

While I originally wanted to keep the design very minimalistic and not attempt to tackle the challenge of creating the roof of the house, the door alone did not quite get across the feel I wanted to portray with my model.

When creating my model, I kept a lot of the pieces very separate, as I only held a rough idea of what I wanted the final model to look like in my head and wanted the freedom to change parts as needed. Initially, I laid out the general shape of the building I wanted to make, using very basic shapes to do so.


I spent some time mapping out the sorts of patterns I wanted to place upon my model in 3D as I found it easier to construct them that way; despite knowing I would eventually replace them with opacity mapped planes.




Originally, I wanted to place the last pattern within the door frames. The start of this can be seen in one of the pictures below. However, I found that doing so would make the actual door too indistinct in comparison when next to the side frames of the building. Eventually, I used the above pattern within the windows of the side frames.



In the above picture, the circle was meant to contain a Chinese symbol. With the redesign of the doors that came later, I moved these symbols onto the actual door. After showing my model to a few friends, I was told that while the model looked good, it did not necessarily look oriental. With this taken into consideration, I added in the roof I did not originally plan on including and also placed a couple of (floating!) Chinese lanterns. The door also underwent a redesign to appear more like the doors featured in earlier blog posts and to make it stand out a little more against the side panels.


When it came to lighting, I wanted to recreate the colour and mood of Tien's Landing in the original Jade Empire game -- seen below.


After some tweaking, I established the basic colours, though there were problems with the light positions causing unexpected shadows.


I also began to map out the desired colours for objects in my head, opting to go with a scheme similar to Tien's Landing, again. Reds, blues, greens and golds were selected primarily. Most of my textures were made with basic textures found on the internet that I then tweaked, adjusted and laid over other colours. The main exception to this is the piece of wood above the doorway; this was made almost completely from scratch with a wooden texture laid underneath.




Some textures had less time spent on them; I knew many would not get as much attention/had parts out of view. I also neglected to texture the roof, as it wasn't part of the original design and a little too complex. As a final touch to add a little more ambience, I put glowing spheres within the lantern to give the impression that they were lit up.



Improvements I'd like to make:

Bump mapping.
Tweaking on the opacity maps in the windows - perhaps adding lighting as though the building lights are on.
More detail on the textures I devoted less time to.
Further clean up on the roof.
Completing the roof/sides (both models and textures).
Adding a little complexity to the lighting.
Adding string to the lanterns so they're no longer floating in space.

Bonus HD Render!

Saturday 5 May 2012

East and West: Magical Power

HEADING: ORIGINS


Early on, magic powers within video games were barely explained in the East or the West. Most operated on the assumption that players had previous acquired knowledge of the typical 'fantasy' magician, described below:

A magician, mage, sorcerer, sorceress, wizard, enchanter, enchantress, thaumaturge or a person known under one of many other possible terms is someone who uses or practices magic that derives from supernatural or occult sources. [1]

This coincides with the evolution of video game storytelling; early on, backstory and character development took a backseat in favour of the progression of the immediate plot (providing of course, there was any plot at all).

While magic was featured heavily in the early, fantasy games of the East and West, the origins and mechanics were not touched on. This is evident in early games from both sides, such as Final Fantasy I/II from the East and Shadowgate and Heroes of Might and Magic from the West.





MODERN FANTASY

In more modern gaming, explanations for magical powers are much more common. Particularly in the West, however, many games still center around the pre-established fantasy architype of arcane wizardry, though each does modify the origin of the arcane source slightly. Examples of this are Fable and Kingdoms of Amalur. Fable is somewhat vague on the history of magic (Will) within the game; it is never confirmed whether or not Will is inherited or taught. [2] Often, these games are based in the usual fantasy setting; a timeless, medieval world.




HEADING: SCIENTIFIC ORIGINS


When away from the concept of arcane inheritance or power sources, Western games often focus on the scientific origin of 'magical' power. This is particularly clear in games set in modern times in worlds that could potentially develop from our own. Games where power is granted as a result of scientific study include:

Bioshock 1/2 and plasmids. A 'plasmid', in science, is a dna molecule of specific properties.


Deus Ex and augmentation.


Prototype and viral mutation.


inFAMOUS and a combination of natural mutation awakened by scientific accelleration. This is a combination of innate and externally gifted magic.


In the above, the magical powers feel more like something from a Western superhero comic, particularly in origin. At least in games with a modern setting, writers attempt to give powers a plausible explanation rather than a completely fantastical one. Powers are a result of developed sciences or natural mutations.

Occasionally, Western games do touch upon innate powers; asari biotics (mind powers similar to telekenesis) in Mass Effect are naturally occuring. However, science is still a part of this -- other species develop biotic powers through controlled exposure to certain elements and are enhanced with the use of technological amplifiers.


In regards to the West, it is often genre that dictates the source of magical power. In more modern, realistic settings, human power is most often granted through the advancement of sciences and evolution. However, in heavily fantastical settings the West falls back upon the standard definition of a sorcerer.


HEADING: MAGIC IN THE EAST


In the modern East, magical powers are not often granted by science. However, contrary to initial assumptions, it is more often granted by the occult/nature than by religion or spirituality. One clear exception to this rule is the Magatama within Phoenix Wright.


The magatama is an object worn by members of the 'Fey' clan, who are blessed with having inherited the kurain channeling technique. This technique is spiritual in nature and the power comes from within the clan members; it cannot be taught to outsiders.

Other origins include heritage and naturally occuring magical objects. Final Fantasy IV features mages and magic users, all of whom are born to a specific village. Final Fantasy VII, however, bestows magic and abilities through substances formed through the lifestream of the world's planet.


Even in more modern day settings, Eastern games focus on more fantastical forms of magic rather than those with a scientific base. Examples of this are Bayonetta and Persona 3.



Light and dark (lumen sages, umbra witches). Draw power from the sun and the moon respectively.


Certain beings are born with a Persona within them, which they can then summon to combat threats.
















[1] Patricia A. McKillip, "Writing High Fantasy", p 54, Philip Martin, ed., The Writer's Guide to Fantasy Literature: From Dragon's Lair to Hero's Quest, ISBN 0-87116-195-8

[2] http://fable.wikia.com/wiki/Will#Origin

Thursday 3 May 2012

East vs West

Eastern and Western games -- Innate power vs Power gained from an outside source.

From experience and general culture, it was assumed that Japanese games would focus more on spirituality, inner power, chi, etc. While this seems to be the case in older games, more recent ones have begun to focus on external power sources as well.


East:
 
Inner power:

1987: Street Fighter.

1990: Actriser

1991: FF4. Magic users are born to a specific village and the ability is hereditary.

1993: Illusion of Gaia

1994: FF6

1995: Chrono Trigger.

2000: FF9

External Source:

1997: FF7. Humans use 'materia' in order to be able to perform magic. Materia is crystallized mako, which is part of the planet's lifestream. Naturally occuring.

1998: FF8.

Legend of Legaia, Legend of Dragoon.

2002: Phoenix Wright. The spirit channelling technique within the game is a skill that comes from within some of the main and secondary characters. However, the main character uses the psyche lock skill as a weapon against those who are not forthcoming with information and blocking him from completing investigations. To do this, the main character uses a magatama. While the lock technique is part of a spiritual skill, the main character has to use an external item to do it. A crossover of sorts, religious in origin.

Bayonetta: Witches of dark and light draw power from 'heaven' and 'hell' in order to perform their magics. Modern day (both in setting and development).

West:

External Source:

Bioshock 1/2:

Characters within Bioshock use plasmids in order to attack and defend themselves. Plasmids are enhancements created from a substance called ADAM, which in turn is harvested from the stem cells of sea slugs. Scientific in origin.

Deus Ex:

Augmentation. Augmentation is the act of improving a human being by using cybernetics, nanites and nano-technological implants or psychological conditioning and pharmaceutical drugs, this way creating an advanced super-human, generally much superior to an ordinary one. Scientific in origin.

Torchlight. Alchemists use ember in order to fuel their magic and potions. Due to the nature of alchemy, scientific in origin.

Prototype: Protagonist is the former head researcher at a corrupt organization. After escaping with a vial containing a virus (part of his research), the protagonist is exposed to the contents and develops special powers. Physical capabilities are increased and he is able to absorb the appearance, skills and memories of others. Scientific in origin.

inFAMOUS: As a result from the explosive blast originating from a device called the 'Ray Sphere', Cole gained electicity based superpowers. This power is also innate, to a degree, as the Ray Sphere only unlocks abilities in those with the conduit gene. The conduit gene is a natural mutation in humans and some animals. Scientific/evolutionary in origin.

Inner power:

Fable: Will 

Jade Empire (based in the East). Uses a chi system.

Psychonauts.