Freitag, 15. März 2013

Homeworld 2 - Backgrounds

Game Art Trick #26

 What you see here
is the stunning background art
of one of the most beautiful sci-fi games.

 H o m e w o r l d  2

Thanks for reading.

Just kidding. Of course i have something to say about this. In the company we look at the art of Homeworld from time to time and bow to the creators of this masterpiece. Once we talked about how great the background look and how interesting this sketched style is. There is something...some details seem...special to us.


I mentioned, that this looks a bit like... a vertex color gradient. But they wouldn't paint the background on geometry, right? I mean...that would has to be a highly tessellated sphere.

The discussion was over but I wasn't satisfied and wanted at least see the textures. So i used some mod tools to extract the Homeworld 2 Demo data but there were no textures. Only some .HOD files. I used Google and found a thread how to generate these .HOD files from a .TGA. It was said:

"...scans every pixel of the image then based on contrast it decides whether or not to add a new vertex and color..."
What? 

Could it really be, that this is vertex color? Luckily you can watch at .HOD file with CFHodEdit. And another tool can force a wireframe mode. And now look what this brought to light:

This is one
of the most brave
solutions for game art i ever saw.

And here you can see how this influences the sky sphere geometry of the game. Do you see how low the resolution is in the low contrast areas? And how round the sphere is where details were painted?



I never ever had thought, that this can produce such good results. Oh and don't forget that this technique solves two major problems.

#1 You don't have any problems with DDS texture compression artifacts.

#2 More important from composition perspective: since you can't get too fine detail (it was said in the tutorial that the base TGA shouldn't contain too sharp details), the background stays were it should:

In the background.

Too often i see games where the background contains so much noise and details, that you can't really separate fore-/midground from background.

The last time i saw this perfect combination of tech & composition was in Diablo 3. I talk about the 2.5D tree article.

If you want know more about how these spheres are generated, read my next article about this topic.

Thanks for reading. 

Kommentare:

  1. Possible to post a couple of large image files perhaps?

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  2. Thanks for the article. These images would make absolutely awesome multi monitor wallpapers (thinking eyefinity 6000~ x 1024 resolution+), any chance you could provide some really high resolution versions? cheers!

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  3. Hi "-" and "Pete". Thanks for your comments! I think i'm not the right adress for highres pictures. But i know a place where something like this is the topic: http://deadendthrills.com/

    I wrote them an email about your comments and that you would like to see something about Homeworld. With a bit luck we'll get it :D I would love to have them also.

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  4. So this is awesome to find out, I would have never imagined. Not to derail or hijack but since this is Homeworld related and you profess a certain love for the game, I wanted to put this out here. Some guys are working on a kickstarter to try and revive the old homeworlds for digital distribution and touch interface, then move on to make a Homeworld 3. http://www.kickstarter.com/projects/teampix/homeworld-touch-ios-android-and-homeworld-3-pc-mac/

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    1. Yeah thanks for the link! But do you think this will be working? I mean buying the license, building the game for only 50.000?

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    2. http://www.controlcommandescape.com/articles/beware-the-homeworld-3-kickstarter/

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  5. Der Kommentar wurde von einem Blog-Administrator entfernt.

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  6. This guy pulled the backgrounds somehow.
    http://walter-nest.deviantart.com/art/Homeworld-2-Space-Backgrounds-200251891

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    1. Thank for the hint! I wrote him i message how he did it. I hope he'll answer. :)

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  7. What is even more impressive is that the Spyro Games and Crash Team Racing on play staion One did their bachgrounds that very same way. I guess it saved them memmory back then and they were not so constrained by polycounts, but still a curious and non-intuitive trade-off. CTR even did that for textured surfaces, more specifically, for the Boss Portraits over the boss race door on each world hub in that game, there is a drawing of the boss which if you look at in wireframe, you can verify it uses no texure, but a bunch of gouroud shaded polys.

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  8. Does anybody knows a tool which will do the same with arbitrary models, not with sphere? My idea is to bake lightmaps to vertex colors, and with this kind of tessellation the end result might be almost the same if not better than high-resolution lightmap. Maybe somebody knows games which used this kind of tesselation for lightmapping?

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