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5 comments by toby.rutter on May 12th, 2013
Hello everyone!
For this post we wanted to showcase some more Eden Star art assets, but this time focusing a bit more on the technical side of what makes up an in game character model. We also want to give you a first look at one of the early types of enemy you, the Pioneer, will face on the surface of Pharus 7.
This creature is drawn to the Teslinium contained within the Eden Kit, and in the RMD on your arm. They absorb matter to survive, and do not discriminate between inert minerals and your face.

Nearly all models in current 3D games have two main versions, a high resolution source model and the low resolution game model. The high resolution model is used to get the right visual aesthetic and details (these can often be 10's of millions of polygons). Whereas the low resolution model is a much lower polygon count that the games engine can handle, in the case of this model we used, at its high level of detail, sixteen thousand triangles on the engine model.

In order to capture the look of these million polygon models in game, we make use of textures called normal maps. These maps are baked from our sculpted model to the editor-friendly model, and create an optical illusion that the model has more detail than it really does.

This texture works in conjunction with a series of other maps which are assembled within a shader inside the game engine. These textures include a diffuse map; which is where all the colour information is stored, and a specular map which is responsible for how shiny or matte a surface is. There are a number of other functions shaders can use textures for to create a variety of different material properties, these can be anything from emissives to make the material glow, to masks that make the material opaque or translucent.
I hope you've all enjoyed this brief insight into how we structure our characters, keep watching this space for more on Eden Star in the coming weeks.
Latest tweets from @flixinteractive
Some awesome insights into the Alien Ika model this week from our resident Lead Character Artist Mr Toby Rutter T.co
May 12 2013, 3:16pm
Great to catch-up and meet new people at Game Horizon #GameHorizon
May 9 2013, 7:48am
John's off to the TOON for some #GameHorizon - here we come!
May 7 2013, 8:55pm
A BIG Happy Birthday to CEO John Tearle. Nearly a years worth of hard work surely deserves a very large cake or three!
Apr 29 2013, 5:41am
Inspirational Concept/Render paint-over for one of the characters this week. If any of you are at Game Horizon in... T.co
Apr 28 2013, 2:57pm
Fancy a torrent of eye candy? Well, here's an initial trickle... Share, like and please tell us what you think! T.co
Apr 20 2013, 6:26pm
We've had an incredible few weeks, loads of work done and looking forward to hitting the editing suite!
Apr 15 2013, 8:08pm
Our audio specialist and award winning all round genius, Robin Arnott has an incredible kickstarter campaign for... T.co
Apr 3 2013, 9:41pm
The look of that ship is spectacular.
when will there be speed art!!!!!
I'm putting that request to our artists ;)
Will you release a demo any time soon
Hey Josh, we're not committing to time frames yet but watch this space...
This game sounds too good to be true...
i can hardly wait for this just added to watch
You can! We certainly are :)
IT'S TIME TO REBOOT THE WANTING!!!!!
Did you get chance to check out our showreel? It has a short taste of what is to come - Youtube.com keep watching as we will have new updates very soon including forums where e want your input in regards to designs and ideas.