ART DIRECTION
This is not snow on rocks. This is me 1) not knowing how to sculpt well and completely messing up the topology and 2) not knowing how to correctly use the lightmap plugin.
However, this is the perfect first step to define the direction I want to follow for the style.
CREW & VEHICLES
To find the right size for the spaceship, vehicles and the crew, I created a simple scene.
This is the first exploration for the customization of vehicles depending on the player background.
The vehicle is fully animated and can be tested on Desktop here using WASD:
https://www.dragonbanecreation.com/en/systems/players/player-controls/vehicle-controls
SHADERS
Shaders have been integrated into the game engine.
This is the prototype for a snow shader following hand-painted vertices and using their color to deform the geometry of the mesh.
FIBONACCI
In order to generate interesting hierarchies and locations, I studied and integrated generators following the Fibonacci sequence and the Golden ratio.
OTHERS
These are just the visible aspects but most of the work has been done on implementing post-processing, shaders, particle effects and animations and on improving the structure in order to find the right way to generate factions, quests and locations.
#art #gamedev
CREW & VEHICLES
To find the right size for the spaceship, vehicles and the crew, I created a simple scene.
This is the first exploration for the customization of vehicles depending on the player background.
The vehicle is fully animated and can be tested on Desktop here using WASD:
https://www.dragonbanecreation.com/en/systems/players/player-controls/vehicle-controls
SHADERS
Shaders have been integrated into the game engine.
This is the prototype for a snow shader following hand-painted vertices and using their color to deform the geometry of the mesh.
FIBONACCI
In order to generate interesting hierarchies and locations, I studied and integrated generators following the Fibonacci sequence and the Golden ratio.
