New creatures

Some previews of creatures that are in the works. I was going to take the tiger and elk to this point of putting some fur, temporary materials, setup some lighting, but I decided to skip it, because some of the work taken to make these previews...

More horses

More pictures of the horse model. I rendered a ton of images. There's a lot of images in these last posts but, believe it or not, this is the selection. Next, I'll post some other game creatures.

Horses

Here are some previews of the default horse model that will be used to create all the horses in the game. This may not look like an important thing but in fact it is, as in the game horses play an important, special role. So, as an important asset, I'm...

First creature – wolf

This is a preview of the first creature of the game to be modeled. I modeled a set of seven creatures - the ones most important for gameplay and story, aside from humans. In this step I'm concentrating on finishing and approving their base anatomy. But...

New creatures

Some previews of creatures that are in the works. I was going to take the tiger and elk to this point of putting some fur, temporary materials, setup some lighting, but I decided to skip it, because some of the work taken to make these previews...

read more

More horses

More pictures of the horse model. I rendered a ton of images. There's a lot of images in these last posts but, believe it or not, this is the selection. Next, I'll post some other game creatures.

read more

Horses

Here are some previews of the default horse model that will be used to create all the horses in the game. This may not look like an important thing but in fact it is, as in the game horses play an important, special role. So, as an important asset, I'm...

read more

First creature – wolf

This is a preview of the first creature of the game to be modeled. I modeled a set of seven creatures - the ones most important for gameplay and story, aside from humans. In this step I'm concentrating on finishing and approving their base anatomy. But...

read more

Character designs

Some character designs that I felt the need to paint after developing more their backstories. Both of them weren't initially intended to be important ones, but their individual stories and essence of their character were so naturally strong that I had to stop other...

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Procedural cliffs – first tests

After experimenting with photogrammetry, despite not being in my plans, I decided to finally learn Substance Designer and try my hand at completely procedural textures, in this case organic. After being struck by the level of realism and organic...

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Photogrammetry rocks

No pun intended. 🙂 Handcrafted rocks also rock. This goes to the dilemma of faster and more realistic results versus a more artistic process where you learn more about form, nature, patterns in nature, recurring elements, the character of an...

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Concept art and some explanations

Well, the blog has been dead for almost a year now, but there's a reason why: I've been posting updates on the development of Ataru mostly on the facebook page throughout this year. The thing is that there are too many channels to update and too many things to do for...

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Concept art – second update

These are the first concept pieces for Bu. But what is Bu? Bu will be some kind of first episode / side quest. A short experience, but complete in itself. The plot is not directly related to the storyline of Ataru, but the universe, some...

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Concept art – first update

These are the first mood boards I've made for Ataru. Most of them are also related to action sequences you will see in the game. You can also notice in them the beginnings of character and environment designs.

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Texturing pipeline

Just a little update. Still testing texturing workflow, this time using Quixel Suite. I'm still learning the tool - started some 2 days ago. I made this texture to put the shield together with the previous assets and compare the results: procedural versus hand-crafted...

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Assets pipeline, lighting tech

Since the last post, I've been working some more on the landscapes tech, but I kind of shifted focus more towards the assets pipeline. Models, textures, materials, lighting... all the elements involved in creating an immersive world for the player, in this case,...

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