
In 2005, this 1024 x 768 image took over 18 hours to render, and IIRC Blender had no CTRL+Z function. IK was a brand new feature, that I was trying out for the building robot pose.
Next up
Four years ago, I was 5 months into making my game. I had not yet installed Unity, scared of learning to code, and was really enjoying material nodes and sculpting in Blender, so I made my first race, the Kryth.
For four years, I have been making the game I want to play. The game I want to play has an overland and area map, multiple planes, everything is customizable, in game, including races, players, weapons and worlds
New Fog Of War system for overland map, and stress test of 400 units on overland and area map (FOW of area map not complete)
My models looked poor. I thought it was lighting or something. I made the noob mistake of forgetting to import my normal maps as normal maps. The armor shader is now a hybrid of mesh rebuild and shader.
Remade another scene from WHISKERS (2015) in PSX style. Getting better at it.
Race Nation and Soul Customization, W.I.P.
This is all mostly old, actually, just back to working on these features. A game where you can customize everything.
A look at the custom cloud/fog shader I am working on. It was for underworld fog, but now I see how it looks, and how cheap it is, I will be making clouds for the overworld as well.
Challenging. Standard surface has oceans and seas mapped out, required to make rivers, but no oceans in underworld.
Not liking my rivers, may change them to deep black crevices in the rock, or make them streams of rising fog, not sure yet.













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