Here is the latest in our new weekly Overgrowth alpha format! David himself took some time to illustrate the traditional changelog in video form.
Don't forget that you can help support us, try out our weekly alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth.
Be sure to watch it in HD!
The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):
- Automatic character mesh LOD simplification
- Characters switch LOD based on distance from camera
- Initial automatic fur 'fins' to break up silhouette
Thanks as always for all the support! See you guys in IRC and the forums.
Also, feel free to support us by preordering Overgrowth!
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Blender FTW! he he ;)
niceee :)
to get the best looking fur, use tessellation,=D
I've never seen tessellation used for fur :s
If they're gonna use tessellation, they should use it on buildings and terrain.
and water
Yeah, you know? They've been doing all this awesome **** with terrain and the environment, but I never saw water :s
It's funny you mention it, because now that's why I've been getting that barren feeling from all this footage. There's no water anywhere at all.
Well, when they get to it, it has to be something crazy. Like Crysis 2 with the dynamic ripples and waves. Not the Source engine bare minimum reflection+refraction= done with it. Maybe they should hold it off actually :P
Although it didn't look too bad during the daytime shot. It really shows in the few seconds that when the guard is in the shadow. Might wanna check that bit.
"It doesn't look good enough yet-"
Are you kidding me? Wow, David you have high standards! I can see this being such a well made game once it's released with that kind of attitude.
Great job! Keep the awesome coming.
Nice work, Blender is a good tool !!!