April 2014


One reason games take so long… you keep re-implementing stuff, as you learn how to do things and your standards improve. Case in point: hands.

hands-comparison

When I first modeled the hands (on the left), I knew the modeling wasn’t good, but I was happy just to have hands. But for some reason I decided to redo them, and I’m absurdly happy that they look much better. As so often, the key is to have a good reference. The first time I was following a drawing of the whole figure; this time I used a reference illustration of just hands.  I also drew a better texture.

Plus, a technical Blender thing: in both cases, I made the fingers by extruding a square from the palm.  But this time I extruded non-adjacent squares.  That left a gap between the fingers, which is, you’ll note, how hands actually work.

Of course, I’d used the same model for several other characters, and the work had to be propagated to each one.

The same sort of thing seems to happen in professional game development– witness this description of the making of Bioshock, which suggests a) a game is made and remade multiple times over the course of its development, and b) you should probably never work for Ken Levine.

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Although it’s been out for 10 years, Half-Life 2 has always been in the “pretty good graphics” bin in my memory. Till now. Jeannot van Berlo has re-created the train station in Unreal Engine.

Here’s the original…

2014-04-04_00001

And here’s van Berlo’s version:

hl2-new-trains

Another shot from Valve:

2014-04-04_00004

And van Berlo:

hl2-new-side

I guess ten years has provided an advance or two.

I was just in the game to take the comparison screenshots, and I still think it’s fine, but the Unreal Engine version is certainly stunning.  More detailed, fancier lighting, and a grander scale.  From the screenshots, it looks a little busier– not quite as focused for the eyes– but it’s hard to tell what it’d be like in the game.