Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mac Orion

Pages: [1] 2 3 ... 9
1
General / Re: The Graphics of Underrail
« on: July 05, 2021, 11:54:04 am »
I didn't know the game is completely 3D but with math magic to makes it looks 2d.
is that means, with camera and total control rework, is it possible to play, or at least walk around the map through PoV?
Theoretically but not practically, the assets are prerendered, not the whole map (sometimes big chunks), but there is a lot of visual voodoo going on that would break once you rotate the camera. But this is one of those interesting challenges going further, now that the characters are going to be 3d, they need to be similar to the rest of the environment.

https://stygiansoftware.com/infusion/devlogs/3-real-time-3d-models.html

2
General / Re: The Graphics of Underrail
« on: July 01, 2021, 09:13:02 am »
Besides the classical use Blender, there are small details that are important.
A huge chunk of assets and effects are 3d, 99% of the assets i did in the last 2-3 years are done with blender with almost no Photoshop retouching.

I use a specific setup for my camera and keep it Mathematicaly perfect, so that when i render and something is straight it gets those nice 2x1 pixel steps.
I used Photoshop only to fix up some small details, even less now.
Most of the texturing is done through procedural shaders or i use some texture and clean them up from sharp details, it's better to make details through geometry than rely on textures.
Have a small library of shaders for various materials.
Always use the same Light/hri setup.
set the pixel filter to a low filtering value, it does not need to be nearest neighbour, just set it lower, the default for blender is 1.5 (i use between 0.1 and 0.5 depending on the asset)
there are a lot of small things that you just learn with work, always learn, always try to improve, time is success.




3
Development Log / Re: Dev Log #3: Real-time 3D Models
« on: August 26, 2020, 03:04:28 pm »
For modeling we use Blender and a little bit of Zbrush. For texturing Substance Painter/Designer/Photshop/Blender.

All Creatures/Humans will be in 3d.

4
General / Re: New Stygian Software Developer
« on: July 21, 2020, 03:03:04 pm »
Yo bro, who took ma food from the fridge? xD Warm official welcome, lets make Underrail Great!!

5
Development Log / Re: Dev Log #66: Shiny Particles
« on: May 16, 2020, 03:52:34 pm »
Much better since the logic and visual are decoupled and it is possible to scale down the visual depending on the scene. The fetid marsh is cpu bound not gpu bound.

And yeah, the system is only for infusion, not the base game.

6
Development Log / Re: Dev Log #66: Shiny Particles
« on: May 16, 2020, 10:24:35 am »
Nice to hear about recent news about the game.

Having blood is a great addition and certainly make the combat more satisfying. While I undersand that it being bright will makie it more visible in front of a dark enviroment,but please adjust the color of it, to dark red, even a little claret if you can.

yep those are unlit, in darker areas they will be much darker, the system allows us to have more control over the particles so something like adjusting the color will be much easier than before. The blood will be fine tunded a bit so dont worry i will make it a bit more crimson.

7
Development Log / Re: Dev Log #66: Shiny Particles
« on: May 15, 2020, 11:13:55 pm »
Spiffy.

So this will essentially generate effects based on parameters, so you don't have to do it by hand?

yes, something similar to unity or unreal but just for isometric

8
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 11, 2020, 07:04:18 pm »
I make the graphics on a 2k display and styg tests it on an 4k monitor, so it will look really good on those high resolution, dont worry. It's gona be good!

9
send pitures of the party afterwards :D

10
Photoshop and Blender mostly, a little bit of Zbrush. Some minor parts are made with houdini. We use more often shaders for textures instead of bitmaps, the ingame objects are rendered with cycles(raytraced render) and the models with an OpenGl render, spritesheets are put togheter with a inhouse software or manually put togheter in photoshop. Nothing particullary fancy, we try new techniques all the time but that are all tool specificue things.

11
Bugs / Re: Door in RK lair
« on: September 04, 2019, 01:06:58 pm »
fixed for next update

12
Bugs / Re: Wrong map description
« on: September 04, 2019, 01:06:33 pm »
Fixed for next update

13
Bugs / Re: Traversable pipes
« on: July 30, 2019, 08:00:19 am »
fixed

14
Bugs / Re: Stuff I notice
« on: July 30, 2019, 07:53:33 am »
fixed, and that vitality powder is not floating, it sits on the stone.

15
Bugs / Re: Traversable tales
« on: July 26, 2019, 01:36:28 pm »
nevermind, fixed it

Pages: [1] 2 3 ... 9