Dev Blog 30/05/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_92_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Mount & Blade II: Bannerlord’s singleplayer campaign takes place in a vast sandbox with numerous systems working together to provide players with a deep and engaging gaming experience. Bringing these systems together and ensuring that they work alongside and complement each other is no small task. And with multiple programmers working somewhat independently on each system, an additional layer of complexity is added to the mix. This is where Ömer Sari steps in. It is his responsibility to coordinate and organise the campaign team while ensuring that the programming work is of a consistently high standard.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/112
 
Its not a problem about the graphics but the artisitic focus and design. I don't care if the graphics aren't the same level as the witcher but I expect armor and clothing that is practical and historically influenced. It doesn't look good when the clothes look like costume props some might think looks medieval. It should look actual everyday clothing to make your immersion in the world stronger.
 
FBohler said:
BIGGER Kentucky James XXL said:
My point is that something like this should never have been made in the first place, and it confirms what I've been saying about how this game has been incredibly poorly managed. You can't really "fix" models that are this bad either, they have to be remade from scratch. Seeing as they keep boasting about how many items they've added, now is the best time to go back and fix the ones that are this ugly.

So every asset must look good and nice to your eyes. You're sounding like garments Yaga right now.

There's ugly makeshift stuff and there's pretty fancy stuff. Get over it.
The issue isn't that the clothing isn't designed to be beautiful. Well-designed shabby clothing is fine. But this is just horribly designed, period. It's leather burlap, man.

If Tw is still showing off horribly made, poorly designed, frankly embarrassing work at this stage that's a pretty big problem.
 
vicwiz007 said:
While the new hair doesnt look as good, it still looks good. As for the shirt, I guess it doesnt make sense, but again its one of those things I never would have noticed until someone points it out. I'm sure I'm not alone in this. I feel bad for you guys who pay such close attention to details.

Everybody is capable of noticing things like this subconsciously. A huge portion of your brain is dedicated to visual recognition and the human eye is exceptionally good at recognising the tiniest details that make things look silly or unrealistic. Most of us can spot photoshop jobs even when we have no idea what's specifically wrong with the image. People will constantly say stuff like "it looks cartoony" or "the textures are bad" but when you ask them what they mean, they can't for the life of them explain it. Subconsciously they know something looks bad but haven't trained themselves to make the connection.

If you want an idea of how insane and overarching our recognition systems are, try being really tired while looking at things you usually recognise. It's a terrifying experience. When this system breaks down your vision is basically useless:

b0c.jpg

Nobody really knows how this system works but it's why you can recognise objects almost instantly and are able to spot fakes with a high degree of accuracy. It's also why these crummy bannerlord models don't fly.

This stuff makes very little obvious difference in game, but subconsciously if your brain is telling you that things look bad, it's one more little detail that contributes to you not liking the game. The only difference between the way me and you look at this model is that I've trained myself to work out what I subconsciously don't like about it.

For example take warband where the faces look absolutely ridiculous half the time and everyone has a 1000 mile stare with these stiff repetitive idle animations. It is extremely difficult to get properly immersed in a game like that, and the best you can do is use your imagination to think up a kind of cinematic version of what's happening on your screen. All this is distraction. Compare that to something like LA Noire which has very lively and believable facial animations, and your brain barely has to do any work in bridging the the gap between reality and the game. It's the same with clothing. To a lesser extent than the face for sure, but it's still there.


All this is kind of tangential to my point: if this is how the models are designed, it doesn't bode well for the rest of the game. I would give models like this a pass if I somehow knew the game was going to have perfectly designed gameplay, but could bet money on that not being the case.
 
I'm glad BIGGER Kentucky James noticed this (i didn't noticed it too at the fist time, i was just feeling there was something weird but i was liking the overall model anyway), this a really good point. Why we should be sad of this ? Terco screenshot comparison is pretty crazy too ! I was liking the hair but what a downgrade !!! :shock: They are are still looking googd but wow  quite far from 2016 (just maybe also a question of color or graphic settings) ^^
 
Ok ,are there any actual objects in that picture or is it all photoshopped? I don't like that image at all.

I see what you're saying, but don't quite know enough about how your subconscious works to really add much. I assume that, being a designer as you are, you have looked into this a good deal.

If I could go on my own tangent, what bothers me more than graphics is physics. The graphics compliment the physics. After all these years of warband, what bothers me is not the graphics, but how your sword cuts through enemies as if theyre ghosts. Any time someone dies they do one of few basic death animations and then a lame ragdoll. As long as Bannerlord follows through with this whole inverse kinematics thing I'll be really pleased. So far it has looked pretty good, but not perfect. I still hate those animations for getting hit off a horse, spinning karate movie style, and so on.
 
:lol:

The animations have upset me too because they hyped up all this mocap stuff, and we saw some interesting animations, but now all the attacks look identical to warband, if not worse in places. The deaths look better but considering how there was already some mocap stuff in warband, it just feels like a waste.
 
BIGGER Kentucky James XXL said:
If you want an idea of how insane and overarching our recognition systems are, try being really tired while looking at things you usually recognise. It's a terrifying experience. When this system breaks down your vision is basically useless:

b0c.jpg
It is awkward, odd and quite unsettling to look at that image. My brain was literally hurt.
 
Yaga said:
BIGGER Kentucky James XXL said:
Okay, this is the worst thing I've ever seen from these blogs.
I myself am an artist, and for several years I have been saying that it is necessary to paint normal, beautiful trees. Many times I gave examples of how these trees should look, but for now, alas ...
I do not know why this is happening, but perhaps they have some reason?
Well, i see two possibilities: 1- lack of oversight from an art director, so a lack of overall quality (like dc movies);  2- anything goes as long as it looks medieval, or something, and they justify by saying it is creative freedom- so as not to look too similar to other games movies or current fashion trend, so they're safe from being sued for clothing ip.

Makes me quite sad that they had such attention to detail as the overall quality of the game depended on it , now they let random stuff pass
I wont mind, as they didn't think it's too bad, if it's one or other, but if most clothes are like this... it'll give the impression of overall bad quality,  like Jacob said.

BIGGER Kentucky James XXL said:
All this is kind of tangential to my point: if this is how the models are designed, it doesn't bode well for the rest of the game. I would give models like this a pass if I somehow knew the game was going to have perfectly designed gameplay, but could bet money on that not being the case.
My single solace is that I'm not betting it. Expect the worst, then you can only be pleasantly surprised.

vicwiz007 said:
I feel bad for you guys who pay such close attention to details.
Quite right. I stopped looking too closely at pictures so I don't notice these sort of problems too frequently. Its easy to get disheartened.


Hair: maybe it looks downgraded because its blurry due to the interaction focus. The old pic looks very sharp, the new one has the focus blur.
One can only hope™
 
BIGGER Kentucky James XXL said:
[...]
For example take warband where the faces look absolutely ridiculous half the time and everyone has a 1000 mile stare with these stiff repetitive idle animations. It is extremely difficult to get properly immersed in a game like that, and the best you can do is use your imagination to think up a kind of cinematic version of what's happening on your screen. All this is distraction. Compare that to something like LA Noire which has very lively and believable facial animations, and your brain barely has to do any work in bridging the the gap between reality and the game. ...

Imagination is very important for immersion, but it also depends heavily on your previous experience and expectations. In have no problem with immersion in Warband, because I'm used to games looking like that, and do indeed let my brain fill in what isn't there. Not so with L.A. Noir, where facial animations were actually so unusually good at the time compared to my experience, that they hindered immersion, because I was constantly thinking about the quality of the animations, and less about the person depicted.
 
@vicwiz007 (And for everyone in general), I'm a guy who pays a lot of attention to details, even if they're minimal (professional deformation). Whoever has followed the development process from the beginning will have noticed that we always find the same visual patterns when receiving information...same armor...same landscapes...etc.

These are small details that Taleworlds neglects when publishing...I, who am a simple user who hastily touches photoshop in the memes that I contribute in a disinterested way can make mistakes; Taleworlds not; nobody has noticed, but the cover of this blog the silhouette clipping is stuck badly and hastily (small trifles). And the user/fan/consumer eats by sight, and Taleworlds doesn't understand this. What do you want to communicate to us with the contribution of this image in this blog? Does anyone understand it? To me it looks like a random image, meaningless...one more for the collection.

I'm one of those who thinks that gameplay should prevail over pretty graphics. That said, BIGGER Kentucky James XXL's statement is as true as a cathedral.
BIGGER Kentucky James XXL said:
If there was a concept artist for the above piece, more attention would have been paid to designing it conscientiously and not just slapping a bunch of half baked ideas onto a model. Good 3d modellers can make their own concept art, but in a full project nobody should be expected to do this.

If there was an artistic coherence we would not find this for example:
Artistic fidelity 70%
blog_post_25_taleworldswebsite_02.jpg

Artistic fidelity 100%
blog_post_40_taleworldswebsite_02.jpg
And this is only one example that affects the models, but if we take the textures as an example, we also find those "small differences". Would you say that marble/stone texture is at the same level as wood/straw texture?
blog_post_70_taleworldswebsite_03.jpg

blog_post_20_taleworldswebsite_03.jpg

But of course, here we are debating things that we shouldn't be debating, you know why? because we are in the middle of 2019 and we have absolutely nothing tangible; just smoke and mirrors.
+1 Vader for this:
Rodrigo Ribaldo said:
This is pretty thin for an interview with a Campaign Lead. Nothing about strategic AI, politics, war, quests, modding, etc.
I'm not sure anymore if following these blogs is worthwhile. Might as well take a break until Gamescom, when they'll have to come up with something interesting.

Why this generalized conformism?

I don't understand how they intend to cover three months of lint blogs, empty and without content, honestly...I hope™ that the closed Beta is happening now and that the chosen ones are generating valuable feedback so that Taleworlds can fix certain things in the game. I only hope™ that Gamescom show extraordinary content, open a period of public beta to quench thirst and give a date of release in a forceful way without further detours, without falling into mediocrity and transferring honesty to the consumer, honesty that today shines by its absence.
If not so...oh boi...the coming **** storm may be of epic proportions.

 
Am I the only one that thinks they shouldn't come up with some other spectacular thing for Gamescom? Because that new thing would definitely another one on the long list of to-be-polished. Also 5 pages of speculation on the downfall of the company over one bad texture... jeez
 
Terco_Viejo said:
But of course, here we are debating things that we shouldn't be debating, you know why? because we are in the middle of 2019 and we have absolutely nothing tangible; just smoke and mirrors.
+1 Vader for this:
Rodrigo Ribaldo said:
This is pretty thin for an interview with a Campaign Lead. Nothing about strategic AI, politics, war, quests, modding, etc.
I'm not sure anymore if following these blogs is worthwhile. Might as well take a break until Gamescom, when they'll have to come up with something interesting.
I have to admit now, you were right all along being impatient with these blogs. Once you've seen enough of these, you don't want to look at more of the same.
So I'm taking a leave of absence. See you all in August and I hope you don't lose your minds until then.  :ohdear:
 
Thanks TaleWorlds. Good blog. New screenshot and a little bit of new info that’s all I want and need on a weekly basis while I wait. I have come back without fail every Friday for my blog fix. Some are better than others but they are all better than way back at the beginning of this all when blogs were randomly dropped without warning weeks, months and sometimes nearly 6 months apart.

I remember the pain of the long wait I had one time to realise the new blog was about instruments ?
 
Cpt. Nemo said:
If Tw is still showing off horribly made, poorly designed, frankly embarrassing work at this stage that's a pretty big problem.

This stage? I sare your disappointment, but the worst thing is that there are no stages in this "nonlinear" developement. From these blogs I see crumbs of features, but nothing about what's ready, what's on the list, and what they are working on currently, or enough info to make a rough estimation about its release. So, it's really lost the function to calm fans by keeping them up to date after the failed release of 2016-2017.
 
Terco_Viejo said:
If there was an artistic coherence we would not find this for example:
Artistic fidelity 70%
blog_post_25_taleworldswebsite_02.jpg

Artistic fidelity 100%
blog_post_40_taleworldswebsite_02.jpg

Sorry Terco_Viego, but there are perfectly good reasons for the final models to diverge from the original artist’s concept. The concept artist is producing something in 2D whereas the final model has to operate in 4D. Something may look good on paper but stretch or clip horribly when animated, necessitating modifications to the original design. The helmet changes appear to be designed to hide hair - from most videos TW appear to have covered hair with helmets/coifs as often as possible, presumably due to limitations/conflicts with their hair physics, which are more freely applied to horse manes/tails and tassels.
Normally boots hide calves and feet, the concept artist has sandals over bare feet and lower legs. Either a sandal model is required that can be allowed to overlay the underlying body or boots must be made that duplicate the underlying toes etc. It is a nicer idea, but a lot more work - I guess someone approved a shortcut to get it done.
Remember, Warband had a single male body for armours to conform to, whereas in Bannerlord we have been given character creation sliders to change body build proportions from emaciated to obese. Every set of armour will be expected to stretch to these extremes. We’ve already seen shots of bizarre belt stretching because the character was fatter than the belt design.
On Jacob’s original point, I agree the sleeves are bugged, using a fabric normal map as opposed to a leather one, but I didn’t see it until he pointed it out. Every game ships with bugs, the real question is how many?
 
FBohler said:
So every asset must look good and nice to your eyes. You're sounding like garments Yaga right now.

There's ugly makeshift stuff and there's pretty fancy stuff. Get over it.

It's incoherently bad art with a non-sense design that would never occur in reality.
 
So many things to calculate and much more to predict :shock:
Shall it ever meet it's end??? :ohdear:
Other way I'm sure that final result is worth waiting  :grin:
 
BIGGER Kentucky James XXL said:
From what I can tell the hair looks like the same model and texture, it's just in unflattering lighting. It doesn't help that the guy's hair looks like florescent orange in the new one.

Terco_Viejo said:
Look at the hair:
blog13_screenshots_ortysia_market_3k.jpg
blog_post_92_taleworldswebsite_02.jpg

I think we have to remember that between 2016 and 2019, the hair became animated (ie. it was given physics). Therefore texture quality may not be the same.
 
Rodrigo Ribaldo said:
I have to admit now, you were right all along being impatient with these blogs. Once you've seen enough of these, you don't want to look at more of the same.
So I'm taking a leave of absence. See you all in August and I hope you don't lose your minds until then.  :ohdear:

don't+leave+me+here+alone.gif


Don't leave us, who will cheer up the next summer nights?  :ohdear:

AmateurHetman said:
I think we have to remember that between 2016 and 2019, the hair became animated (ie. it was given physics). Therefore texture quality may not be the same.

I seem to remember that we only have cloth physics. Do you have the reference for that statement?
 
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