I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!
I am intrigued, even though you are not making a mushroom-picking simulation. I just wonder about one thing - isn't this game taking place on Earth? Everything looks down to it, except the planet/moon on your new screenshots seems very large and blue to be mistaken for Earth's moon (ever though about why all the other planet's moons have names, but our moon is just called "moon"?)
I dig what I see this far, but I remind myself that all I'm seeing is a well-made map, not a game. I'm sure it was more than enough work getting this far with it, but I still don't clearly get the intention or direction this game is going to take. It seems like something like this would need a strong narrative like Dear Esther or a range of underlying systems beyond cold/warm hungry/fed to make it more interesting.
From a writing standpoint it could be interesting to add competition. You might find out you aren't alone, but you are competing with others for the same resources. Then you could have a choice between confrontation and cooperation. However, that's pretty generic again, so let's see what you will do on your own. To me, this game highly looks like it could have metaphysical aspects and a moral story ending. This doesn't mean it would be narrative or story driven, it would just mean working towards a goal, a finite solution for the game design. I keep watching this, updates are always nice!
If you called it Brütal Nature and added a generic metal soundtrack to the video, you would have 10 000+ new customers ;)
The building in this game looks really good, since objects are actually grounded in the environment. Very interesting features in this one. You have my ongoing respect!
Very Gangsta with the pistols ^^
I wonder where he takes those pistols from, since I thought they were coming from 2 holsters around his chest. But the way these pistols are crossed after drawing them, seems odd. I mean, it looks kinda cool, but there is really no way to pull them out like that. How does that look from 3rd person/other players?
Nice! I suggest looking at the master material from the Quixel Space Scene (in U4 examples). They have a cheap_master material, which helps you add roughness and control it. That would be nice to have some material definition inbetween the blade and the grip, for example. It's all governed by a mask texture, which lets you tweak separate RGB values for different effects.
I quite like that material myself and started working on my own master, using it as a base. In the end, it saves a lot of time not having to define these values per separate texture maps, but to just have 1 or 2 scratched metal images that deal with the roughness on all your metal objects.
I like some parts of the shader. It is almost giving an impression of being "rotoscoped". The question is, how well this holds up in gameplay, as with motion blur and Unreal's lighting these shaders usually work very well in some places and other's they don't work on at all. Of course, I can't speak for Unreal 4, but with UDK there were always these kind of shader issues.
Looks more like the mechanics below a sun-shade roof than a bench to me. Whatever it was - I really like the texture.
Ah yeah, thought so. I mean, why would UDK have all these video features, when you can just import a video, right ^^?!
Nevertheless, nicely done! The font is maybe a bit boring and plain, but I prefer that over a font I cannot read properly. So yeah, still good job here.
Kitteh! Are you a kute Kitteh in siz gaim?
I dislike your textures on this one, except for the bell. There is this detail that makes stuff appear washed out and faded, but not really old and bleached. It's just all getting dull-looking.
If you want to make something look sunburnt, etc. try the effect less uniform. I mean, these poles for example should have some color variation from top to bottom; at the bottom and top they will probably have most of the tarnish, whilte the center has been bleached and touched much more.
The textures on it (except for the bell) look very lowres. I don't really see why, because these UVs could be arranged to cover a lot of UV space, yet still be modular and overlapping. With these muddy textures you lose some detail and defintion again. In the progress every material looks the same; except the bell obviously.
Ah, there it is. That is the game I kept confusing Hanako with. Yeah, this looks good. Great lighting and textures! Are you gonna have DOF like this in the game?
Not of all of it. It's meant for an adventure game, so there will be several sections of the station you can visit. These I'll have to build. The rest will be fast-travel in-game.
I am baking all the time! Normal Maps, Ambient Occlusion maps...
I wish those would smell delicious, too!
Also, looks like you are making cannabis cake ^^ Concentrate man, these are eggs!
"****" and "Fresh" seem to have similar Glyphs in Chinese. I've seen stuff like "**** Vegetables" on photos of Chinese supermarket signs.
As to the exploding - no idea ^^
I wonder how they got it on top of it.
We should send someone up there to build a giant spaceship out of all the junk.
You can share with yourself.
The donkey - such a smart tool when you are wearing nothing and need a recharge for your iPod!
Makes me wonder if all birds float, given their bones are light and all that.
On the next picture his cape gets stuck in the rear wheel.
I know how he planned this! He took a coffecup ("to-go"), a squished, rolled up towel and stood them together.
Then his artful eye found that something is missing and he flipped a christal bowl and put it on top of the cup. Done! That's art-chitecture.
Weird place to demonstrate. And only 10 people came, lol.
That's how selfish people think: "the state is taking my money away! If I had more money, I would have a better life, etc."
The ones with little money are the first victims of the federal reserve system, because the system is build on inflation and reducing the value of money; the ones on top win - for a while. But yeah, it is always easier to protest against the obvious than against the force driving it.
Arrrch developed this? Sounds like the German Arsch=***. If so - nice nickname ^^!
Looks really interesting, almost wanna give this a try now. This is standalone, right? Ah guess I'll find out soon enough. Really cool, Arrrch!
Excellent work! Only think I think is you could scale up the size of the fire effect inside the palm. It really looks very tiny, as if it was far away. Maybe blur it a little to avoid that scaling effect, too.
How about making it a mushroom picking simulation? I know you don't want to make it a game about rewards, but it could be one about learning. You could have a hut and a stove and go out to find randomly generated mushrooms (random as far as placement allows - they can't just grow on stones or near water).
Brush back some leaves and find mushrooms below! Check them with your guide to see if they are edible. Cut them at the stem and put in basket.
When the basket is full, return to your hut and cook/fry them. If you chose the wrong mushrooms you will experience all sorts of illness and even hallucination. If you chose correctly you get rewarded for the selection you made, rarity of mushrooms and quantity of each kind.
I actually thought about this as a hoax at first, but I go mushroom picking with friends sometimes and it is the most relaxing thing. You get all kinds of nice surprises like deer jumping away all of a sudden or other collectors that are just out for a chat.
And from a game like this - if well done, you'd learn a lot about mushrooms, maybe even about nature in general :)
Wow, you French need to learn English, if you are going to use the internet. You are talking about vertex baking! There is actually a word for it! And it's not the one you invented!
Nathan Drake's Highpoly already had 37 000 Polygons, Infamous second son has 120k, Ryse 80K.
So it is possible for engines to display these amounts of polys in realtime, but the polycount is mostly due to tesselation. They are used in cutscenes. It's not necessary for the normal model to have that many polygons.
As for aggressive: I get aggressive when people write very importantly sounding stuff that is completely wrong.
There is no such thing as "UV Mapping Photo Realism". You just made that up.
Uv mapping is quite by definition making a 2D representation of a 3D model. It has nothing to do with rendering textures from different viewpoints. If anything what you describe comes close to a procedure called "Projection mapping".
However, what you describe in reality is simply baking a highpoly onto a lowpoly. At least that is what you should be describing The models I was talking about for InFamous for example are the HIGHPOLY models. These are NEVER used in games. It is always the lowpoly that is used, in combination with displacement or normal map textures.
The only reason why you could be baking Diffuse textures to your model would be if the engine doesn't support normal maps. But that is simply called "baking diffuse" not UV mapping photo realism...
There is a Piranha in the image. Wait, why are there Piranha in space? Whaaa....t?
Wow, cool! This is entirely in Unreal 3 (except the rolling text, I mean)? I didn't know you can make this kind of stuff in-engine. I would have probably used After Effects or something like it and made a video file.
Lol who wrote this article. The technical difference between baking a normal map and uv-mapping should be clear to the person who wrote this. The information here is simply wrong. And 1.000 000 Polygons isn't really much for a highpoly. Characters in games like InFamous are baked down from 80-100 Million Polygons.
Destiny was a pretty strange ship. It looks better in your render than in the series ^^ How is it rendered? In 3Ds Max or in which program? I like the light.
The roughness and specularity look more or less the same on most pieces. These protectors have some fish scale pattern, so I guess they must either be wood or actual scales and should be glossy to the point of looking metallic. Maybe try masking some materials.