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Graphics overhaul and character art direction

A major visual overhaul is presented for Scars of Honor, covering environments, character models, creatures, armor presentation, lighting, and rendering quality. The update is described as a full replacement of the previous visual pipeline rather than a minor polish pass.

The new direction aims to raise overall fidelity while keeping the game viable on both PC and mobile. The footage shown is identified as work in progress, with some examples still using older environments or test scenes.

Environment overhaul

The revised environment art is shown with denser foliage, stronger lighting, and more detailed terrain presentation. The showcased area is identified as part of Iron Guard, one of the game's two large continents.

The new pipeline is described as fundamentally different from the previous one. The stated goal is not only to improve appearance, but to ensure that the upgraded visuals also perform well on mobile hardware.

Character model revamp

Character visuals are being updated alongside the environment so that player characters, NPCs, and creatures better match the new world art. The redesign emphasizes more lifelike faces, stronger expression, and a more natural humanoid appearance.

The update is framed as especially important because the player character remains on screen for most of the game. The team therefore treats character presentation as central to the overall feel of the MMO.

Human customization previews show work-in-progress options for hairstyles, beards, and facial variation. The presentation indicates that these examples are not the full set of customization choices, but an early look at the direction of the system.

Creature and mount visuals

Several creatures and mounts are shown with updated materials, animation, and silhouette detail. The presentation highlights feather sheen, surface response to light, and more expressive animation work.

Armor and equipment are also described as undergoing multiple iterations. The intended result is gear that feels heavier and more physically grounded, with stronger material definition and a more believable medieval-fantasy look.

Mounts are presented as more than simple travel tools. While detailed mechanics are deferred, the update states that mounts are planned to have unique attributes and functions beyond movement alone.

Weather effects and seasonal presentation

Weather effects are shown in older test scenes to demonstrate the underlying VFX work rather than final environmental quality. Examples include fiery storms, falling leaves, heavy rain, lightning, and snow accumulation.

The system is described as supporting smooth transitions between weather states rather than abrupt changes. Seasonal atmosphere is part of the intended presentation, and snow is specifically mentioned as something that can visibly build up on surfaces such as rooftops.

The team also expresses interest in weather eventually affecting gameplay, though this is presented as a later-stage feature rather than an immediate implementation.

Performance and technical art goals

A recurring theme of the overhaul is that higher fidelity must not come at the cost of accessibility or large player counts. The update states that body textures are being compiled into a single texture set and meshes are being combined at runtime into a single mesh, improving client-side performance.

This optimization is presented as especially important because the game supports extensive character customization and cross-platform play. The stated aim is to avoid a situation where visually improved characters become too expensive to render in multiplayer scenes.

The team also states that the new large continent performs better than the older Farabel map, presenting performance gains as a core part of the world-art overhaul rather than a separate concern.

Art direction for the undead

The undead receive a distinct visual and narrative redesign. Instead of a conventional zombie-like presentation, they are described as more refined, immortal, and knowledge-driven, with a more vampiric tone without literally being vampires.

Their society is associated with preservation of knowledge, political intrigue, and attempts to conceal bodily decay beneath outward beauty. This direction informs the use of porcelain-like masks, ceramic prosthetics, aristocratic styling, and ornate visual motifs.

The undead capital is named as Vaskhar. Its concept is presented as part of a broader effort to give each race a distinct narrative identity rather than treating races as simple cosmetic starting choices.

Source

  • Recording: Environment & Characters overhaul | Scars of Honor Development Update - June 2024
  • YouTube: Watch on YouTube
  • Published: Friday, June 7, 2024 at 11:47 AM UTC

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