kimmokaunela interpolator

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kimmokaunela
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  • @Vexar I forgot to change my sig. I don´t work at Rammin Speed anymore. Its true that some games or movements makes people sick in VR but devs now know how to avoid most of that. Its harder to make content for VR because everything needs to run soli…
  • @Vexar Thanks! Non VR versio would be awesome to have but since our team is only two devs we have to choose our battles. Also I think it would be a better idea to first make the VR version because it would require much more complicated interactions …
  • @slosh Thanks! Yes I spent all of my time for this project doing all sort of stuff. My dream come true. Only if there would be players to enjoy this game
  • We have been working really hard with the demo that is now available for free here: http://planetrism.com/demo/ It´s not the final game yet but you will get a better idea what Planetrism is about.  Like always we want to keep our development as …
  • Our first demo is almost online but before that I want to share some stuff were my focus has been. Some robots that I have been doing lately. Here is the first one. sHMU is a smaller version of the reqular HMU unit. Developed for small and tight en…
  • Sorry for the lack of updates. We´ve been working hard on the gameplay side of things so we can share something playable soon with you. I also tweaked our buildings in terms of models and materials. There are still a lot to do but its getting there …
  • @lotet Thanks! Here is the latest VR footage from that scene. 
  • Okay, its back online. I tweaked and fixed a lot of things. I also modeled trees by hand and made tweaks to tree trunk textures. Here is the link: https://gum.co/BFxtK Also I made a Google doc for release notes and upcoming features: https://docs.go…
  • @StumpyPenguin I found some issues with it and currently fixing them. I hope to bring it online as soon as possible. Sorry about this.
  • This looks awesome! I like how weird it is. Definitely one of the best tech demos out there.
  • Made this space station scene for our VR game Planetrism. More shots here: https://www.artstation.com/artwork/vKaAD
  • For the last 12 days I´ve been working pretty much day and night for making the game hub area. This area will be the place where game starts. Also this area will be expanded to cover different tutorial sections. From here player will travel to diffe…
  • Here is a shot from the game with that drill. Also here is a shot about some of the manual books that player can find in the game.
  • Made a drill model. Cross post from here and also marmoset viewer versio here: https://www.artstation.com/artwork/3nQaJ
  • @jimsvanberg Thanks! I´ve been modeling more items lately. First is a climbing axe that player can use to climb on a certain surfaces. Also it works as a melee weapon too. More better quality shots and Marmoset Viewer can be found here: https://www…
  • @lotet Thanks! Thats a good point! I need to iterate more with those creatures. I made few items that player can use to heal and repair things. https://www.artstation.com/artwork/evrvX https://www.artstation.com/artwork/LyWXl
  • Been working a lot of with scifi foliage lately. Crossposting from here: http://polycount.com/discussion/183619/planetrism-game-art-thread
  • A lot of changes again. We work pretty much day and night to get the core up and running and also have much more detailed environment full of life. We also put a discord chat up: discord.gg/JxURFgJ  There you can chat with us, find latest news and g…
  • This looks amazing! I remember that GDC talk too.  Would be really interesting to learn more about your approach!
  • Made this little guy for our VR game. Crossposting from here: http://polycount.com/discussion/183619/planetrism-game-art-thread#latest
  • Some updates to environment side of things. I made some broken building structures and tweaks to overall lighting.  I also made our first creature. Its a caterpillar type of animal that is mostly friendly but will attack when player goes too clo…
  • Here is a small update. We´ve been very busy making UI elements and interactions. The UI system is called: A.N.G.E.L. - TEAR -Interface (Autonomous Networked Guardian of Essence and Lucidity - Temporal Eyetracking Augmented Reality). Its basically A…
  • I´m calling this done for now. I want to thank all of you who followed this thread and gave awesome and important feedback! I have a huge list of stuff that I will add there in the future but for now I just simply don´t have time because every secon…
  • Got this crazy idea of a Viking fidget spinner. Download it for free here: https://gum.co/ugBhc Marmoset viewer here: https://www.artstation.com/artwork/3VvoE
  • This is awesome. Really liking the mood in this one. Interesting contrast between victorian style and scifi!
  • @Tzur_H Thanks! @AXEL Thanks! I don´t know how well I would do as a president but I can give a try @Suule Thanks! Sorry that I didn´t reply sooner. I´ve been really busy with other stuff. Building walls might look that they are build from logs bu…
  • @iamsickinmymind Thanks! I´m planning to wrap this project and share it some way when I´m fully done with everything. I made a small article about this project so far. https://80.lv/articles/realistic-environment-look-with-ue4-speedtree/ I cover ho…
  • A lot of changes for environments. Added more rock structures and tweaked my rock creating workflow better so I can make more rocks faster. I also made more material changes and foliage changes. I came up with different tree and cactus types that wo…
  • @lotet Thanks! It was very interesting to use Sequencer for the first time. 
  • I just managed to get the base done for our modular cave system. I built a pretty simple model kit that works with the UE grid. I´m also planning to figure out a faster way to generate cave systems, maybe with splines or procedural tools. Then I mad…
  • Working with a space scene in Unreal Engine. Crosposting here: http://polycount.com/discussion/comment/2551697
  • We have been working really hard to get more things done. Some gameplay core and robot AI work. Now we have 25km2 playable area where foliage, rocks etc.. are spawning procedurally. Player is also now able to build different buildings in VR to maint…
  • Managed to finish this portable hydroponic gardening unit. Marmoset viewer version here: https://www.artstation.com/artwork/LWDdK It is capable of growing up to five different vegetation types at the same time. Built in liquid nutrition heating/cool…
  • Been working with this buggy for our VR game. Crossposting from here: http://polycount.com/discussion/183619/planetrism-game-art-thread 
  • Here is also a shot from the game with the buggy. Its running in Unreal Engine 4.16
  • @macoll Thanks! We will do our best! Small update again. I manage to finish the buggy. Our levels are pretty huge so its important to have transportation available. I already rigged it and its somehow driveable now but we need to make the VR contr…
  • After a small break we are back developing this project. I changed the whole lighting from static to fully dynamic because the level is now 4km x 4km and player need to be able to build outposts so dynamic was a way to go. It was a pretty huge optim…
  • JLHGameArt Yes, all of the bricks are sculpted manually. I then moved them to form these small sections of the wall. This way I can build different structures based of these blocks. I sculpted this very fast because most of the details are coming fr…
  • JLHGameArt Thanks! @Sunray Thanks! I´m planning to try to bring more of that effect there. @hmm_rock Thanks! I use a lot of FFD, bend and twist modifiers. My stack is usually full of those For texturing and baking I use Substance Designer. I …
  • @frmdbl Thanks! I changed DFAO mode to multiply so I get much darker areas. I also tried to balance with skylight intensity. Its hard to get realistic results without any GI. Ambient lighting is ether too bright or too dark. This problem really make…
  • Started lighting pretty much from the beginning. I wanted to achieve baked lighting feel but without baking any lights. I also wanted to have bright areas where sun is hitting but also colder, darker feel when in shadow. Previously it was very binar…
  • @Sebvhe Thanks! You are right about those things. I´m going to tweak more shaders and light colors. I guess I wanted to add warm colors after cold winter Climate change is just a made up thing right @markus_benovsky Thanks! I´m working with stone…
  • @FreneticPonies Thanks! That was very interesting article. Got some ideas to test. I´m afraid that Houdini needs some coding background and I´m just an artist Little update. I redo the whole procedural foliage to make more sence. I also tweaked LO…
  • Di$array Thanks! Those banners would be a nice touch. I put it to my todo list. @AXEL Thanks for the kind words! It would be fun to start making tutorials but it takes a lot of time. Maybe some sort of live streaming so people can see how I make mis…
  • @fearian Thanks! Yeah, now there is a setting for every light how much does it affect to the volumetric fog so I put it too hi Night and day both has their own fog, skylight and post process volumes that I turn on/off with sublevels. Night has much…
  • Testing new things in UE4 4.16 prev2 with my project http://polycount.com/discussion/186199/ue4-medieval-scandinavian-village/
  • Tweaks to grass, lighting and so on. I also put this to 4.16 prev2 to see how new toys works. I also made a night/evening sublevel just for fun My thoughts about UE4 4.16 prev2. Volumetric fog really makes a HUGE difference. When making nature en…
  • @FreneticPonies I´m going to tweak lighting. Right now the shadows are too strong so I need to balance that with skylight. I´m going to test that 4.16 prev. I hope its stable
  • @FreneticPonies Thanks! Yeah, it´s getting there @snake85027 Thank you! I´ve been working with this scene day and night now. I redo all of the trees and shaders. Tweaked lighting, better grass scattering settings, whole new WorldMachine terrain, …
  • Since everything is using dynamic lighting I had to test things with fire This little test gave me some ideas what lightsources I want to add there and maybe have two different lighting themes.