I have been working on terrain detail models for Overgrowth (which you can preorder here). I think there is still a lot of room for improvement, but it is a really neat way to author level content since I can do the groundcover for the entire level by just using a few texture masks. I am really looking forward to making better grass and detail models to really show off this engine feature.
Be sure to watch it in HD!
I also made a few new weapons. David even took some time off from his busy coding schedule to make a cool new knife. It is fun and easy to make a lot of interesting weapon variations, so long as they can share the existing animation data.
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I don't think the metal shader looks quite right. It's alright, but the specular highlights are way to soft.... plus they could use some cubemaps (or stronger cubemaps if they already has em).
I guess a decent reference for rendering metal could be the last few Battlefield games; Bad Company 2+. Dice nailed it there.
I agree, they look a bit dull, almost like polished stone weapons. They like the gleam and shine of metal.
the only thing i DONT like about these is they remind me that the big companies could be doing this, but dont.
anyway, its building up to be a solid game keep going!
cant wait for the new spieces. and i hope those arent the end of weapon making.
Nice work with those textures for the terrain, only careful with the "mosaic effect" (maybe you will need random generators for the engine or something like)
Also, any news about the cats and dogs? I am just curious how looks. :3