Photogrammetry rocks

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 object/subject. Well, I...
Texturing pipeline

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...
Assets pipeline, lighting tech

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...
More on landscapes

More on landscapes

A small update on landscapes. Going ahead with the idea of having full control over landscape features to properly design the levels. I made some tests, not focusing on visuals, but posting some images won’t hurt. 🙂 This time, playing with the layouts of...
Blending between landscapes

Blending between landscapes

Still in the subject of the previous post, here’s a new update on the terrain technology for the game. It may be nothing new visually, but I found it worth posting because I just came yesterday to a decent (and very important: simple and intuitive!) enough...
First post

First post

Well, the Ataru website is finally online, with a development diary ready to start posting. This first post is more to inaugurate the development diary than anything else. So, this will be more of a tech update, but also related to level art. As you can see in the...