Latest news:
Freaky.. even if I just want
to work on networking and performance I end up changing the complete
terrain mesh generator ^^. Anyway: here are some screenshot fresh
images from pre-alpha 0.3!
Cheers
Hey!
I think it's time
now
to create a thread for this project. Around two years ago I decided to start development on a bigger game project compared to my first released iOS game. I've been working on it in my spare time since then but most effort was put into non art related tasks. As the project progresses I'm more and more able to work on 3d assets now which I really enjoy.
To those who are interested in the complete dev-talk there's my blog @
www.rollinsforge.comFor me it's super fun to create assets which directly end up in-game. The above gif shows a helmet featuring an additional illuminant slot where different light types can be attached.
All character props currently use an extended version of the unity standard shader. After I had written different shader myself this turned out to be the best solution in terms of compatibility. I use a compound map to store up to four additional maps. By default I use metallic, smoothness, sss and ao information.
All textures are around 256x256 px or 512x256 px. Polycounts vary between 1700 for the hand mortar, 430 for the belt bag, 200 for the axe and 150 for the helmet.
cheers
Replies
Are these textures saved out as uncompressed .pvrs?
codyaq2: the images are out of the unity editor with dx1/5n compression. It's the final in-game result.
Hi all!
Ha, 2016 did not turn out as I thought. From February on my full time job turned very busy lasting till the 2nd half of the year. But still I manged to work on many important aspects of the game (but again, not that much art)
Anyhow, I'm now doing this full time so it's more likely my art output eventually increases
The last days I revamped my development blog and added the latest news.
You can check it out here rollinsforge.com/
Doing a lot of AI work lately and can't wait to work on some creatures.
Also blockouts of the structures you can find and build in the game will soon be on the schedule.
So wish me luck that it's not 2018 when I'm writing the next update
cheers!
Back again and it's not 2018!
Eventually I can start with the buildings and structures after finishing lots of intermediate stuff.
For example some more work on the character system. Technically I can now add any kind of static or skinned items and dye them with up to three colors. I'm also able to overlay a 2nd set of textures on the base mesh which allows to change tight fitting garments.
Assets are not yet finished.
Created with substance painter/designer which help a lot to streamline the whole process. I'm blown away about the flexibility they offer. I can change anytime the sculpt and run through the whole process returning new textures in a few minutes. Really crazy
I'd love to embed the videos here but I would have to put them on youtube, right?
So far I have them online on twitter https://twitter.com/Rollins_Forge
Back again and it IS 2018 ^^
Slowly slowly.. but steadily. I reached Pre-alpha 0.2 which primarily consists of Engineering 2.0
There is so much new stuff I couldn't pack it all into one single news so I'll spread it over a few.
If you wan't to check out the details you can head over to www.rollinsforge.com
(and yes, art, art.. I wish I could work faster..)
Still doing some experiments with Substance Painter. Goal is to avoid needing to create highpolys for everything. Esp. for simple hardsurface objects I'm testing to bake only the lowpoly onto itself.
Cheers!
A closer look at Engineering 2.0 – What is what
Next devlop episode is online: http://www.rollinsforge.com/pre-alpha-0-2-to-the-core-of-things/
This time it's about more technical stuff like the triplanar world mapping. I got rid of the uv's stored in the model data and compute them on the fly in the shader. I use a id based uv-offset to then get the correct texture tile from the atlas.
bit of nonsense
You can read about the more serious facts of goods, warehouses and airships in my latest dev log update:
http://www.rollinsforge.com/pre-alpha-0-2-a-closer-look-at-engineering-2-0-goods/
If not everything would take so long I could eventually start finalizing one of the structure blockouts
This time it's bit more technical stuff. I write about using the stencil buffer and Unity's replacement shader rendering to get texel based masking for image effects (in my case: screen space sub surface scattering) :
You can find the whole post here: http://www.rollinsforge.com/pre-alpha-0-2-screen-space-sub-surface-scattering-masked-per-pixel/
Cheers!
Cheers