Overgrowth
I recently found a video of a game called Overgrowth. The game is still in the making and there are only 4 guys working on it. The game already looks very promising. That is the art as well as the programming. Every now and then, the guys at Wolfire.com post new videos of new stuff that they add to their engine. The newest one is the one below, it shows of the new animation system.
I've had a chat with one of the developers and he was a very cool guy. They often hang out @ their IRC channel to answer questions, help people out or simply chat with fans. They were so nice to let me try out the editor and so I am currently trying to find time and create some models for it. I cant wait to put my own creations in the editor, so come back some time later to see what I've come up with.
Tutorial: faking radiosity in Unreal.
Ok this is not really a tutorial, but more a simple technique I thought was worth sharing. The new upgrades to Unreal Engine will have this built in, but you can still use it for some manual bounce lights or in some other engine/editor.
Ok, as you know, Unreal does not calculate the light bouncing, so you can't just place a light and hope it'll look good. You need to have additional lights that help faking bounced lighting. This is what happens if you lit this scene with just a single light source in Unreal Editor.
Splashdamage: textured windows.
Ok, I've quickly textured it, don't want to spend too much time on it(No, im not lazy!). So you may see some weird stuff.
Splashdamage: the new window.
OK I've decided to make the window flat, for 2 reasons. Nr 1: the round one looked very cartoony and unrealistic(unless it's on a boat, but my scene is not a boat/ship) Nr2: The roundness(is this a word?) made unreal unhappy, and I could not fix it with at all. Ive tried changing lightmap resolution, setting it to zero, changing the subdiv options, but no luck.
Here's the high poly of the new one in 18 minutes:
My Favourites: Art from the community.
I thought it'd be fun to share some of my favourite video games related artwork from the community. If you have some kickass artwork( or a friends) and would like me to post it up here, send an email and I'll include it( if it kicks ass of course).
So these are my favourites for the past couple of weeks:
note: This is not my art.
I will try to give credit as much as possible to the artist that crafted the image. If for some reason I could not reach you, and you dont want your art posted here, let me know and I'll remove it.
Splashdamage:Upate
OK I've had some time to do more work on this. I'm going to work faster now, so expect more mistakes
.
I've modelled some wooden beams, and started texturing it, I will be working on making it more 'wet' and more worn out.
Here's the images:
Splashdamge: another update
Title says it all. Its still WIP because I need to tone the bump in the normal down a bit and I dont really like the colours yet. Images:
Splashdamage: Update
I've had some serious problems with the unreal editor recently. It wouldn't fire up after the last time I saved my map. After some googling and toying around I figured it was because I had been trying to save a native Unreal package by accident. It doesn't like that, at all. So now that my editor is working again, here's a small update:
I've added some ropes, but somehow it doesnt quite blend in yet. I need to figure out a way to not make it look like its floating. Anyway here's some images:
GDC 2009: Unreal Engine 3 update and CryEngine 3.
First off: Unreal Engine 3 has had a face-lift, I'm using it more than I use CryEngine so here's the update:
This GDC2009 video shows the updates that's coming to the unreal editor. The asset browser is completely updated, with a spore-like feel. You can manage and organize collections and tag objects to make searches easier.
Especially the lighting system looks cool, because now there is a nice GI and emissive materials(?) act as light sources(no need to put 4 lights at each face hehe).
The video also shows the new lightmap computing system, you can distribute the load to several computers in a network, to make lighting way more faster.
Video:
And in the red corner: CryEngine, this is the 3rd version of this impressive engine (with an awesome editor):
CryTek shows that this beast can run on consoles as well:











