absolutely amazing work so far azzamat i've always been impressed with your ability to tackle projects like this. how'd you pull off that two layered snow shader? i wonder if such an effect is achievable on source engine.
Prepared a gameplay video for the bafta showcase submission. It shows the intro screen, hub world, time trial for the first track and two player checkpoint game mode.
Looks amazing! I love the single player time trail part.
But I don't like that gras effect while you're driving (grass hitting the camera). It's to much and somewhat distracting. P.e. at 2.25 when the white bear is starting the effect is way to strong already. I would either reduce or alternate it.
I have been working on the Sci-fi hub world and been having a bit of trouble with it. The environment isn't particularly stylised and I have been having trouble getting it to fit the theme. Any suggestions would be greatly appreciated!
what's the motivation behind the sci-fi hub world? doesn't feel very bear like, could atleast make it like honey comb in shape to get a bit of theme flowing through it
what's the motivation behind the sci-fi hub world? doesn't feel very bear like, could atleast make it like honey comb in shape to get a bit of theme flowing through it
This. Inside of a honey comb sounds genius
Maybe you could add a bit of a "turbo" and you gotta collect small bee hive powerups.
And or, could have them hanging from trees and stuff and if you hit them bees chase and hurt/slow you down..
The Honey Comb idea is awesome! I personally don't think there's anything wrong with a Sci Fi hub, but you should still try and hand paint the textures or use the same technique you used before. I think the current textures are throwing the style off.
Find you some good stylized sci fi references and go! You got this!
I guess you're going for something like a super secret lab? With all the cameras and so on on the "overworld" this would be a nice match.
I would put some monitors somewhere showing the overworld. Like a security system.
Thanks for the ideas guys, I really like the honeycomb idea, but the scifi world isn't made by the bears, its made by humans. (really should have explained this first :P). Each track is actually a bio-dome and the scifi section is how the Bears get between themes. For a while I was thinking I would screw it and do it in a completely different style to show a contrast between the bio-dome worlds and the dark underbelly. But I would also like things to all fit aesthetically :P
I will try and work in some honeycomb-esque design and I am deffintately putting in some security footage and monitors everywhere. I have been looking a lot at Ratchet and Clank, which has some stunning stylised scifi pieces.
Thanks for the ideas guys, I really like the honeycomb idea, but the scifi world isn't made by the bears, its made by humans. (really should have explained this first :P). Each track is actually a bio-dome and the scifi section is how the Bears get between themes. For a while I was thinking I would screw it and do it in a completely different style to show a contrast between the bio-dome worlds and the dark underbelly. But I would also like things to all fit aesthetically :P
I will try and work in some honeycomb-esque design and I am deffintately putting in some security footage and monitors everywhere. I have been looking a lot at Ratchet and Clank, which has some stunning stylised scifi pieces.
ah rachet and clank, right in the nostalgia parts of my brain, two of the reasons that r&c worked well for me (thinking about the original) from and art point of view was:
1. everything's kind of layered and ramshackled together in a very hap hazard way which gives a nice organic feel and makes it more charming whereas the screen you've got is a little clinical by comparison, though this is partly due to level of completion I know
and 2. repeated iconography, like if you could make the flooring honey comb and the design of the center resemble a picnic basket in an abstract way it'd be a subtle nod towards the rest of the game
I could make the hologram in the middle a picnic basket :P though why they would have a holographic picnic basket I don't know :P. I will try and layer up the environment a bit more and see how it looks.
Here is where I am so far. Going to try and hand paint some rough and diffuse maps on top and soften the reflection to see if I can get a more stylised look.
I could do, but you drive past the monitors so quickly you would only notice if you stopped :P
So I have finally got to the stage where I can comfortably move themes! While I had done some testing for the arctic levels I am now ready to start making levels. There is still work to be done on the forest tracks (as well as the rest of the game) but I decided that It would be good to get at least one other theme in before tackling the mountainous bug fixes. My main focus at the moment is getting a snow and ice shader that I am really happy with and can blend easily. I have been through a few iterations but I have finally found something that I am happy with. Let me know what you think! Any critique is always appreciated
Just curious as to how you set that up man, does it work by adding geo to the existing object, like a toon line?
I haven't spent much (read: any) time playing around with those kinds of tools so this stuff always seems like magic to me. Hahaha, keep up the great work dude!
Glad you like it. I'm not using any other geometry. I plan on doing a write up of some of the ice and snow stuff at some point
It uses the world space vertex normal to find which parts of the mesh are facing up and down. With that separation I can make snow form on the top and spikes on the underside.
X = Strength
The snow is Vertex normal multiplied by X, which causes the mesh to expand (needs the same smoothing groups)
The ice is X multiplied by a vector 0,0,1 multiplied by a map with icicle height.
Surprised I haven't been on this blog sooner, but really nice stuff! I like the comparison between the nice autumn scene and the winterness with the ice. Good bit of variety!
Also, very nice ice shader!
Wow, really great work. The whole vibe that you have so far is great, really makes me feel like a kid again seeing Mario kart 64 and Diddy Kong Racing for the first time. And the little details you are throwing in bring the whole thing to life. Keep up the good work, and congratulations on the Dev kit, must be quite a feeling!
As far as critiques go, (other than just that I love everything about it) one thing that caught my eye was that when the kart turns left (at slow speed), it leans into the left. I would expect the kart to have forces the other way, and be tilting in the opposite direction, like it wants to flip. (look at a car going round a corner, the outside is compressed, and the inside lifts off - http://www.motorbeam.com/wp-content/uploads/Tata_Nano_Cornering.jpg - ) But that tilt would then be smaller in drift mode when the tyres break traction, and the kart is more balanced again. (Unless you are going to have an animation for the bears leaning heavily into the turns ofcourse.)
Just my observation though, it is obvious that you know what you are doing!
Thanks guys Don't know if you have seen but unreal are offering grants of up to $50,000 for devs. I have submitted Bears Can't Drift!? I'm hoping to get it so I can get some kind of marketing budget. Check it out if you have a game you are making in Unreal
I really dig all the shader work you've been doing. I can't wait for the write up you talked about on the ice shaders. Mind including some info on the water from your pond in the earlier screen shots?
I hope you get the grant also, I know that would be a huge help for anyone doing a project solo.
Replies
[ame]https://www.youtube.com/watch?v=K6VtsaX4b3E[/ame]
But I don't like that gras effect while you're driving (grass hitting the camera). It's to much and somewhat distracting. P.e. at 2.25 when the white bear is starting the effect is way to strong already. I would either reduce or alternate it.
Good job so far! Keep up the great work
Been doing a few particle effect bits today Let me know what you think.
@Fenyce: I see what you mean about the grass, I have added it too my fix list Thanks for the crit.
Keep it up, your texturing work and the overall quality of everything in this thread is amazing
This. Inside of a honey comb sounds genius
Maybe you could add a bit of a "turbo" and you gotta collect small bee hive powerups.
And or, could have them hanging from trees and stuff and if you hit them bees chase and hurt/slow you down..
Just spit balling here.. >.>
Find you some good stylized sci fi references and go! You got this!
I would put some monitors somewhere showing the overworld. Like a security system.
I will try and work in some honeycomb-esque design and I am deffintately putting in some security footage and monitors everywhere. I have been looking a lot at Ratchet and Clank, which has some stunning stylised scifi pieces.
Thanks again for all your input!
Cant wait to see it
1. everything's kind of layered and ramshackled together in a very hap hazard way which gives a nice organic feel and makes it more charming whereas the screen you've got is a little clinical by comparison, though this is partly due to level of completion I know
and 2. repeated iconography, like if you could make the flooring honey comb and the design of the center resemble a picnic basket in an abstract way it'd be a subtle nod towards the rest of the game
Here is where I am so far. Going to try and hand paint some rough and diffuse maps on top and soften the reflection to see if I can get a more stylised look.
Wow! This is awesome!
So I have finally got to the stage where I can comfortably move themes! While I had done some testing for the arctic levels I am now ready to start making levels. There is still work to be done on the forest tracks (as well as the rest of the game) but I decided that It would be good to get at least one other theme in before tackling the mountainous bug fixes. My main focus at the moment is getting a snow and ice shader that I am really happy with and can blend easily. I have been through a few iterations but I have finally found something that I am happy with. Let me know what you think! Any critique is always appreciated
Got an icicle shader working. Ice will go jaggy on the underside of surfaces while snow will build up on the base.
[ame]https://www.youtube.com/watch?v=gA6Ra6zuzbY[/ame]
Just curious as to how you set that up man, does it work by adding geo to the existing object, like a toon line?
I haven't spent much (read: any) time playing around with those kinds of tools so this stuff always seems like magic to me. Hahaha, keep up the great work dude!
It uses the world space vertex normal to find which parts of the mesh are facing up and down. With that separation I can make snow form on the top and spikes on the underside.
X = Strength
The snow is Vertex normal multiplied by X, which causes the mesh to expand (needs the same smoothing groups)
The ice is X multiplied by a vector 0,0,1 multiplied by a map with icicle height.
Hope that gives a rough idea.
Also, very nice ice shader!
As far as critiques go, (other than just that I love everything about it) one thing that caught my eye was that when the kart turns left (at slow speed), it leans into the left. I would expect the kart to have forces the other way, and be tilting in the opposite direction, like it wants to flip. (look at a car going round a corner, the outside is compressed, and the inside lifts off - http://www.motorbeam.com/wp-content/uploads/Tata_Nano_Cornering.jpg - ) But that tilt would then be smaller in drift mode when the tyres break traction, and the kart is more balanced again. (Unless you are going to have an animation for the bears leaning heavily into the turns ofcourse.)
Just my observation though, it is obvious that you know what you are doing!
Love that you post the progression of the game and the overall style of this project.
https://www.unrealengine.com/unrealdevgrants
Finished a sculpt of a piranha thing. I am thinking of doing a few prehistoric animals frozen in the ice.
Also, that little Walrus is amazing.
Started mocking up an arctic track, heres a sneak peak :P
I hope you get the grant also, I know that would be a huge help for anyone doing a project solo.