Dev Blog 01/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_64_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>3D artists give shape to the world we see and experience in a video game. But the devil is in the details, and sometimes what makes a game live and breathe are the small things: not the main characters and impressive buildings, but day-to-day objects such as tools, weapons, and clothes. Gameplay can be as immersive as can be to make you feel like a medieval warrior, but if you’re clothed in sweatpants and the world around you is made of cardboard, immersion jumps out of the window. Today, we talk with one of our 3D artists, Ülker Dikmen, who is one of the people responsible for making Mount & Blade II: Bannerlord not just beautiful, but also a believable world.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/84
 
Nice blog and nice gifs. I like this cloth physics and it is really a great improvement from the past gifs what that person posted earlier. Also good to know we can now change the character weight-heights aswell this possibly can give some unique multipier to the battles or when you fight with others. Also the cloth phyiscs reminds me the ones what we have in Warframe aswell and it is a good advantage and looks nicely.

Really good work and this was also a useful blog. :smile:
 
These civilian clothes look better than the majority of the armour we saw in previous blogs.
Even then, I really don't like the idea of having everything look bleak and dishevelled. I get that this is the middle ages and there's a pop culture aesthetic most people are expecting, but at the same time that aesthetic is depressing and ugly in my opinion. Fabric usually isn't naturally brown and the people all must have made a decision to dye it varying shades of brown at some point, while being completely unable to sew up the holes from years and years of overuse.
blog_post_64_taleworldswebsite_05.jpg

tl;dr GIVE ME LATE ROMAN TUNICS
9aef5201abaa774265f7345625fa6591.jpg
IMG_5218.PNG.0889085dbff4745054c9e6a2568af296.PNG

3 ninjaposts
 
DanAngleland said:
I like the GIF; the dress and the character move very realistically, looks great. I also like the way the tattered parts of the clothes look- in the sense that they look just the same as such worn areas do in real life- but I am not keen on the idea of the general populace necessarily looking so shabby. I would have thought that repairing clothing was simple enough so that the majority of peasants wouldn't be wearing clothes with flaps hanging loose at the neck, for instance. People generally make an effort to keep their clothing at least superficially smart, and not just wear it any-old-how in public.
BIGGER Kentucky James XXL said:
These civilian clothes look better than the majority of the armour we saw in previous blogs.
Even then, I really don't like the idea of having everything look bleak and dishevelled. I get that this is the middle ages and there's a pop culture aesthetic most people are expecting, but at the same time that aesthetic is depressing and ugly in my opinion. Fabric usually isn't naturally brown and the people all must have made a decision to dye it varying shades of brown at some point, while being completely unable to sew up the holes from years and years of overuse.
blog_post_64_taleworldswebsite_05.jpg

tl;dr GIVE ME LATE ROMAN TUNICS
9aef5201abaa774265f7345625fa6591.jpg
IMG_5218.PNG.0889085dbff4745054c9e6a2568af296.PNG

3 ninjaposts
Maybe this is dependant on the cultures? For example Battania might have drabber, shabbier clothes but the empire and the Aserai might wear something fancier. Maybe.

Edit: Actually, she outright says so in the blog.

I do agree with the sentiment though. I don't like how anything medieval/roman/ancient has to be dark brown and grey and gloomy considering how colorful it apparently was.
 
KhergitLancer99 said:
Good blog, very informative.
1- Clothes of the peasant female looks really realistic and authentic.
2- Same for the other 3 peasant clothes.
3- She says she is working on her earlier works because they did not have a cloth simulation at the time, this means she is done overall so nice to know the game is nearly complete and they are doing the final touches in this aspect as well.
4- Very happy to hear people with different body types will be a thing. Many has asked for this. It will make walking in streets more realistic.


The blog is also rich visual content wise.

I believe many things are more than 90% completed, but that some other features are holding the game back.
 
Blongo said:
The ****, does anyone find sturgia to be their favorite faction?... So far it's been battania, khuzait, battania, empire, khuzait khuzait battania sarrid.... Not exactly in that order or amount but.

At least they are saying which one they like, and not choosing 1 each just for the sake of it
 
BIGGER Kentucky James XXL said:
These civilian clothes look better than the majority of the armour we saw in previous blogs.
Even then, I really don't like the idea of having everything look bleak and dishevelled. I get that this is the middle ages and there's a pop culture aesthetic most people are expecting, but at the same time that aesthetic is depressing and ugly in my opinion. Fabric usually isn't naturally brown and the people all must have made a decision to dye it varying shades of brown at some point, while being completely unable to sew up the holes from years and years of overuse.
blog_post_64_taleworldswebsite_05.jpg

tl;dr GIVE ME LATE ROMAN TUNICS
9aef5201abaa774265f7345625fa6591.jpg
IMG_5218.PNG.0889085dbff4745054c9e6a2568af296.PNG

3 ninjaposts

Well we have seen quite some color especially on some armors so Im not to worried
 
I think it's great that there's the option of on/off the cloth physics.

Another questions to devs:
There is a substantial difference in reference to resource consumption of the cpu and fps relationship when the physics are activated and when they are not?.
When applying physics to cloth, are they sensitive to scene colliders?
The inverse kinematics and the cloth physics can interact with each other?

gkx please manifest yourself and resolve our doubts  :fruity:

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Design program used by Ülker Dikmen



It would be very interesting to see some of this in Bannerlord... if this is possible in Unity... with the new Taleworlds engine I don't want to imagine. :fruity: :party:
 
I hope my computer can run all this physics :ohdear:
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WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
“Battania! Mostly because I love their shabby clothes and the dark and misty atmosphere of their settlements. Also, because blanket in Turkish is "battaniye", which evokes a cosy feeling!”

So Battanians stomp around in the humid mist and their name means blanket.

Conclusion- Battanians are a bunch of wet blankets.
 
Terco_Viejo said:
Another questions to devs:
When applying physics to cloth, are they sensitive to scene colliders?
The inverse kinematics and the cloth physics can interact with each other?
Great questions. I find it disappointing that even today, even RDRII doesn't seem to have cloth physics that interact with the world geometry. Only the character it's attached to. I understand that the reason this is the case is because it has to be much more demanding and harder to code properly so that it doesn't spaz out like cloth physics often do in games, but it's still disappointing.
Maybe Bannerlord will surprise me?  :ohdear:
 
Great Blog!

Also, this is the first Bannerlord dev-blog that I have forwarded to my wife.  She loves to sew and will appreciate the pattern-making portion of your design process.
 
Thanks for another blog post!

About the girl gif - I guess it is just optical illusion thanks to the long skirt with legs showing here and there but it really looks like either her head is too big or legs too short. :grin: May also just be a random character made from the character editor. Just found that funny.

EDIT: Oh, and also found it interesting how graduate from psychology ended up as a fashion artist.
 
Hi Callum, what a nice and detailed blog you got today!
What will the next week's blog be about?
Would be great if there is a devblog that provides more info about commands in battle.
I saw that there are new commands like Attach and Guard Me(how is this different from Follow Me?) and I don't understand how they work ?
 
blog_post_64_taleworldswebsite_04.gif

Awesome clothing, skinning, cloth physics and idle animations. My game persona is in love. Where can I track her down? What’s her favourite poem? Given Bannerlord’s modding potential, I promise to bring colour back into her life.  :grin:

Terco_Viejo said:
I think it's great that there's the option of on/off the cloth physics.

I suspect we will get both in the same scene. Active cloth physics for those characters nearby and no cloth physics for those further away. The switch may be tied to the LOD level as opposed to something the player can control. Remember the same clothes will now appear on our world map icons as we wear in scenes, but there won’t be any cloth physics on the world map.
 
Ah cloth physics, another beautiful example of something being reworked causing the delays. Well it looks great so i guess it paid off in this feature, we'll have to see about the others!
 
Goddamn life, giving me no time to browse them forums, and I haven't read the blog yet, but I will say this: THE GIF IS STUNNING. True artistry. The weight feels so real... not silk clothes floating with the slightest of breezes, but something that looks real, not heavy, but not weightless... This is beautiful...

You are finally showing why it's taking so long... Imagine doing this for every single cloth wear, I feel for Ülker Dikmen... I am curious if the cloth physics apply equally to all clothes, including armors, or if there are different kinds of values, sliders or cloth types, so heavier long clothes are more weighty...
 
NPC99 said:
Terco_Viejo said:
I think it's great that there's the option of on/off the cloth physics.

I suspect we will get both in the same scene. Active cloth physics for those characters nearby and no cloth physics for those further away. The switch may be tied to the LOD level as opposed to something the player can control. Remember the same clothes will now appear on our world map icons as we wear in scenes, but there won’t be any cloth physics on the world map.

It makes sense what you say of course it does. But this time I don't agree with your opinion,
If you look at the last official video, just at 0:38 min you can see how far away the LOD is barely modified (pay attention to the dresses mainly).  I think that enough graphical load of the gpu will be relieved thanks to the "parallel processing" of which we have been told, to deal with the use of these physics.



14/09/17 blog: The rendering and postFX system has been revamped. We have a Physically Based Rendering engine which ensures that the materials in the game are visually appealing and consistent. Better Depth of Field, High Dynamic Range imaging, Screen Space Reflection and Ambient Occlusion techniques have been added and optimized. A GPU simulated cloth system has been introduced, (which has a general material system that supports different kinds of meshes,) enhancing the animations and visuals of the game.

I think that in the game configuration options we will find different options to balance the playable experience according to the capabilities of our hardware thanks to Taleworlds seems to be betting heavily on optimization (let's cross our fingers).

Display mode
Screen resolution
Brightness
Refresh rate
Texture quality
Texture filtering
Anti-aliasing
Motion blur
Volumetric Lightning
Cloth physics: ON/OFF :fruity:
Ambient occlusion
Vertical sync
Tesselation
Reflection
Terrain quality
Water quality
Grass density
Population density

Regardless of our opinion, what a dev says is the law.
gkx please speak to us and resolve our concerns.
 
I would love to see the wealth of my kingdom (fiefdom) by the quality of clothes that my subjects wear. If I am doing good in the game and create a wealthy realm then I would love to see that reflected in the clothes of my subjects. I have no idea of how to implement that but would make succeeding in the game more rewarding if my subjects also had some indicator to show that they also benefit from my success.
 
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