Highpoly done! Now for sure^^
I added a bunch of pieces that i didnt block out before. i felt like they were missing... pieces like iron sights etc.
Here are all the pieces as Highpolys now
but just because some rando minted some random art (if yours or others doesnt matter) doesnt give it value. sounded like you want to mint to protect something from happening. if you intend to trade your own nfts then okay i see the point.
but this will not prevent art theft, its just a new tool/market to make it happen, but those faux copies will not gain any traction because they are just the same as fake merchandize. if significant amounts of money are being shifted around, get a lawyer. no idea how copyright laws work where you live, but in europe and the us they exist, if someone makes real money with my work, i'd just go after them, you dont need a patent or registered trademark to apply copyright laws
Big update !
So, here we are. The demo is finally available in its very first public version !
Please take the time to read the following lines :
- The demo is given for free, all you need to do is to register here on artstation, go to my store here : https://artstn.co/m/y138n and pick the demo. If you want to share the demo to a friend, please share the link to the free product instead of copying files on a USB key, it helps me having an idea of how many players tested it (it should also help reporting bugs later on, tracking who gets what...etc. Thanks in advance)
I wish you will enjoy exploring this little project !
- Since it's "inspired by" star wars (but not only), you may reckognize environments, starfighters, destroyers...etc. Yet I didn't want to stick to existing designs at a "fanatic"-precision, so you may notice differences between official designs and those from Redemption
- The demo comes in a v1.0, meaning we plan to add some more stuff to it in the near future. Yet a demo is a demo, not a AAA game. We will polish unfinished things, fix as many bugs as we can, add what's missing today regarding our ToDo-List, but it will stop there. Please refrain from making feature requests, we won't add them. Bugs can be reported here and we will see how many we could fix for a last version.
- The game should run fine on most configs, if you experience any lag, please go in options, set a different game quality ("screenpercentage" doesn't work yet) and launch a level (this will apply new settings). The game runs smoothly on a 2080 RTX with a i7 9th Gen & 8GB of RAM so if you've got this (or better) it's good ! By default game quality is set to Epic, the "Ultra" mode is here for "Cinematic" quality, but is visually not this better, only sharp trained eyes will seea difference.
- At the moment, the game only offers to explore levels & collect little flying creatures called "ForceGhosts". To finish a level, you need to find them all and reach the end trigger box.
-Trigger boxes aren't always placed at the end of a level, since some levels have a "loop" flow, but every time the box is on the biggest "Exit door" of the level (not necessary a door visually...but I guess you've got it )
This first public release is here to thank all of the fans of the project who have been waiting patiently for this, as well as a simple tribute to the fantastic & inspiring StarWars universe.
I don't know what I would be today if this Far far away Galaxy didn't exist. It's something that is part of me, of a lot of people, and I wish this addition will serve at its best the most of us !
Here is the game cover, you have the file amongst some more in the final folder if you want to change for fresh wallpapers
Also it's funny but here's the Cover in akeytsu ^^ Yep. It's a great tool to do a lot of things +D
Also, what a better opportunity than this one to refresh some old artworks?
With the release of this demo, we've made a Trailer. And it's almost as heavy as making the game, it involves especially a different approach of animation, since you're making shots and not realtime game cycles, it's okay to have a bad pose when you turn around, the superior rule is to take care or arcs, posings, motion through frames. Bend your characters if you need to make them follow strong arcs, don't be affraid of breaking their arms & legs. Well. Here's that trailer:https://youtu.be/0aSmQ8YHfxs
That's all for today, now I'll go take some sleep before well deserved holidays
Des Bisous ♥
the point of a color managed workflow is that you can convert between color spaces reliably and safely
observations:
ACES is pretty much standard,
implementations differ,
almost nobody manages their authoring pipelines correctly
I've yet to encounter an artist who can wrap their head around or follow a set of instructions about color spaces.
we've adopted sRGB for color textures, linear for maths textures and ACES as a view space
we haven't explained any of this to the artists, we just set it up for them. if they mess with settings then it's their problem
There's also a playable demo that you can check out here: DEMO
This was my most time consuming project that I've started back in 2018, but then scrapped and returned to it in 2021.
It took about 8 months to complete and was a great learning experience for me.
@sacboi Thanks a lot man! Yea i am trying to make it as modular as possible and if i can manage i would love to get it working in Unreal as well :) as a little weapon customization scene. But we will see.
@Kanni3d cheers man!
I am basically done with all the Highpolys. Its kinda hard showing all of it off, so i did some variations below :)
c&c is very welcome!
Dis Bolt...finaly done in Sub-D...😷🤒
I think it´s time for the LowPoly :-)