(pictures will all be dropbox links)
Hey guys!
I started this thread to help document the insanity that will be MechKnight Chronicles.
This is the first game from Dinosaur. A company I started with some friends and ex co-workers from Terminal Reality.
Before I get along with this thread, I want to put links where you can keep up with the development outside of this thread.
http://mechknightgame.com/http://www.facebook.com/dinosaurdev
Also our proof of concept video we made back in July.
[ame="
http://www.youtube.com/watch?v=Z02jWKt4tPQ"]MechKnight Chronicles Concept Trailer. Dinosaur Games - YouTube[/ame]
and the art dump for that here.
http://www.polycount.com/forum/showthread.php?t=102325&highlight=mechknight
Shortly after the concept video was released, we became official Sony Playstation developers.
We're working on Steam and Microsoft next. Ouya is on our list too as soon as the sdk launches.
I hope you guys stick around here and join us for the next year as we enter development hell with MechKnight. I'm the only artist on this project, so you guys are in for a real treat.
So now, onto the present.
Replies
In order to get this project done with the amount of characters required you have to love and embrace modularity.
As part of pre-production, I built base meshes for the different races in our game. These meshes are just for the purposes of massing. The t-pose chosen has the shoulder joint down 45 degrees and the elbow bent at 25 degrees. The hip joint is out 5 degrees and the knees/toes point out 5 degrees. All our characters will follow this pose in order to help with modularity of parts.
[ame="http://www.youtube.com/watch?v=0QrsaPul_a8"]MechKnight Chronicles - Orge Backpack Transformation - Dinosaur Games - YouTube[/ame]
Using our modular bases, we also just finished our first playable character.
Here you can see her 4 levels of armor and her texture.
Up next are the models for the Npcs and then the second player character. Then texturing everything!
Hope to keep you guys entertained and informed. I'll be dumping knowledge in here for the next year as I try to stay sane.
Keep in touch and ask questions. I'll try my best to answer them.
+follow!
Also are you guys playing on using Unity 4?
Awesome work so far, I'm always impressed with your break downs and how optimized everything is.
Always enjoyed your breakdowns, so I'm looking forward to seeing this dev diary grow
I'll try and get into the business side of things one day.
Yeah, we're going to pick up Unity 4 here soon.
Currently we're not sure if we're just going to do swaps or if we're going to create individual models for the different levels. We need to get into Unity and run benchmarks once we're a little further a long with our demo.
The overall shading and lighting on the characters has to be more generic in a sense.
If we decide to export each level as it's own model, then I plan on revisiting the textures and adding custom shadows to compensate for the added armor.
**edit**
Teejay: I think I misunderstood what you meant. I'll go back over and take a look at the texture and see where I can add some hard shadows for wrinkles and such.
Thanks for the crit!
This is inspiring! (as well as everything else on here)
Yes. The game is a sidescrolling brawler, so mirroring is not a big deal.
As far as the head goes, we're still experimenting with how we want to approach it, but if I don't do mirrored uvs, then I'll put hard shadows in there for the hair. The hair is asymmetrical, so that makes placing shadows tricky.
Right now the two head islands on the bottom right are for the closed mouth mesh and the open mouth mesh.
If you guys do end up going this direction though, and you want to reduce the vert count You ccould try reducing the portion of the face that get's replaced to more of a stop motion approach.
examples from coraline 1 2 3
though to be honest I'm not sure if that wouldn't cause additional problems with unwelded verts sharing the same skin
Also, if you check out the concept video, we're planning on doing some super moves where the player will appear very large on screen. We're also pushing the camera in super close for 'cinematics'.
We really thought about the decal approach for the face, but after looking at the game design doc, we decided against it.
Would have been so much easier though.
Boobs could be enbiggened / exposed if you want more fans.