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.
Splashdamage: High poly bridge.
This was approximately 1h40m( had some small problems rendering it).
Wolfenstein: awesome opening cinematic.
OK, we all love trailers/teasers for videogames and we've all seen quite a bunch of cool ones( Mafia 2, MGS, any of the Blizzard trailers) but this has to be the best one yet for 2009. This video actually made me very excited for the game itself. Enjoy:
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.
3d Studio Max 2010 is out.
Since I'm a max user that does a lot of highpoly-to-lowpoly work, 3ds max 2010 sounds very interesting. The trial is out and I'm about to try it out. I'm especially looking forward to the polyboost/polycrunch tools.







