'For Each Our Roads of Winter' is an episodic exploration game in which you will uncover the secrets of a past that never was. Played from a first-person perspective and tuned for Oculus Rift VR Headsets.
From the developer of '
Hunting Anubis', '
Xaxi ' and the Ludum Dare winning '
Lumiere'; inspired by the disparate worlds of Cyan Worlds ('
Myst', '
Riven'), Ice Pick Lodge ('
Pathologic', '
The Void'), Piranesi,
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Awesome job with shape!
More here, as usual: https://www.flickr.com/photos/orihaus/
Or are they a bit polished?
Razorb: Thanks! Team size is essentially one right now, so just me.
(The amount of nodes here looks excessive, but it's actually slightly less than the what the rock material from the Cave demo uses)
The material instancing system in UE4 is glorious, it means I can tell stone to be slightly more rough say, then every material using rock (About 20 of them) will reflect that change! Here's what this all looks like up close:
Here's a little game, guess the geographical location of each of these factions and win yourself a 1x1 pixel unique snowflake ingame, in the snow patch of your choice! Guessing the art used will net you a double sized snowflake.
Set up a Greenlight page if anyone's interested in voting: http://steamcommunity.com/sharedfiles/filedetails/?id=317273742
Higher res here: https://www.flickr.com/photos/orihaus/
and a little detor to learn a little character modelling/design:
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and tools: https://vimeo.com/123178374
If anyone is interested, I just released the "Procedural Material Toolkit" I built for Winter on the Unreal Engine 4 Marketplace: http://www.noctuelles.net/Procedural-Material-Toolkit.