Fractured State is an urban combat real time strategy game that takes place in the pseudo diesel/steam punk decay of the nation of Laperia. It features simultaneous interior and exterior combat to power building-to-building fights, cover and flanking, and weapon accuracy modelling and reloading.

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Fractured State now has a new team member doing 3d art!

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Today we have several exciting things to talk about. We can start with Hi. How are you doing? I’m new here. My name is Ryan, and I am Fractured State’s newest team member. Matt and Todd brought me onto the team and since then we have been hard at work refining the game and getting to a point where I can do my primary function: 3d Modeling. I am the one taking Todd’s concepts and moving them into 3d space.

That all being said, I can show you some of the things I have been working on! As Matt works out the editor, I am tasked with making assets to populate it with. I take Todd’s concept and make that into a model that we can then use inside the actual game. One of the first things we nailed down were the architectural styles that would be present. From there we designed a few buildings and I got to work. Over the next few weeks I will be showing some of the model progress as we go from rough block-ins to first passes, first passes to second – all the way to final products. So keep in mind that anything I show you is still a work in progress and by no means an end product. We just want to show you where we are headed with it.

So let’s get to the shinies. Cause everyone loves shinies. Earlier Todd posted a concept for a factory building that I turned into a model.

I stuck as closely to that to make a series of modular building blocks. From the concept I was able to get some clearly defined building shapes and parts that would need to be replicated. I can make a series of modular building blocks that all look like they belong to the same building so I can make a bunch of cool looking buildings without having to do that much work!

And I am following pretty much the same process with all buildings. This way we can give players much more variation when they make their own maps by having multiple options for many different building types.Here is another model that is still being blocked in. It lacks any kind of detail/texture but it shows the general idea of one of the civilian tenement buildings.

Again, I just want to reiterate – nothing here is final. The only textures here are the diffuse, and the polyflow isn’t optimized.More model updates to come. Environmental props! Buildings! Units! I don’t know about you, but I’m excited!

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rickinator9
rickinator9 - - 47 comments

This looks awesome!

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