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.
Marmoset ModTools(beta)
Remember the marmoset viewer? The best way to show off your nex-gen models? Well the guy's over at 8monkeyslab released the whole mod tools package.
It includes the following:
- Habitat. This is their world editor. So now you're not limited any more to single meshes, but you can view whole environments.
- Toolbag. The model viewer you probably already know.
- Maya plug-in. Use this to export your meshes to the engine.
- Cagebreak. This is needed to expans the game file so that you can start editing it.
Look back sometime later for a tutorial on how to use. I thought it might be useful, since some folk have trouble getting it to work.
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.
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.
Splashdamage: the dock
This looked way better than this, but Unreal decided to crash
, so I quickly setup everything back but didnt work out as good as my first try, need to put some more time in it, images:
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:











