Now that I've announced Delving On, the plan is to start doing an everyday update on my progress.
Today I worked on improving lighting. The plan is to use real time lighting at this point. I've spent a good amount of time experimenting with the lighting in Unreal, and at this point things are looking pretty good! Below is a section of dungeon where prisoners were kept. The section of level is close to complete.
It's taken me some time, more time than I would have liked, but I can finally start showing what I've been working on. The site has been cleaned up and made more modern in preparation for a big reveal. Coming very soon!
I'm finally back from contract, and it is time to start revealing my newest work. Soon there will be lots of information explaining all the assets I have been working on. My goal, to finally develop a full game in house.
With this in mind, I decided to create a skeleton. The game will be set in a fantasy setting, and a skeleton seems only fitting. Easy right? Shouldn't be too much work. That's what I thought. Well... turns out a skeleton is super complex! Who knew? Probably everyone, just not me.
The good news is that, although it took longer than expected, the skeleton is finally complete. I'm going to use him for all sorts of things, but one thing that is very important is scaling the environment. He will for sure help with that!
Here he is in the Unreal Engine. He is in "polygon" style, and I will use that style for the rest of the assets as well. More info soon!
It took a minute, but Epic has approved my cave pack, and it is up on the marketplace!
Check it out here!
So I decided to make a video which explains the polygon modeling style process.
There are many advantages to this type of modeling such as great performance and a pleasing "clean" look. Check out the video! It is more of a workflow than tutorial, but could be used to learn the style.
I am creating some foliage to use with the medieval models. The idea is to keep the polygon style and add my own take. I think these will work great. The trick is to keep the polygon counts relatively low but still convey the fullness of a tree.
Left to right: pine, spruce, oak, maple and birch.
So what project am I doing next?
I've decided to be ambitious and create a bunch of 3d models that would be perfect for use in a fantasy game!
For this project I will take a more stylized approach, combining polygon style modeling with some traditional texture mapping. Polygons will be used to show detail. Normal maps will be limited. The benefits are that the style looks really good, modeling like this is super fast, and models are also very performance friendly.
First I will work on a tudor building set, and then I will set out to modeling individual props. I plan on making some YouTube videos for some of the models as I go.
Here is the first building of the medieval tudor set.
I'm finally done with the cave pack! It's been a rocky road (no pun intended), but I think the results were well worth all the trial and error. Luckily the info I gained should help me out ton in the future with contracts and with overall quality in general.
I showed the cave video already, so today I made a video which separates out the models and gives the potential buyer a good look at what is included in the pack. You can check out the video below. Now all that is left is to wait until Epic approves the product for sale!
With the cave nearing completion, I think it is high time I showed some of my work in motion! I put a together a small flythrough of the level I have been working on. All the art and lighting are done by me. The music is not by me. I added some for nice atmospheric effect.
In the future I plan to add many more videos. I think they are much more useful for showcasing game art which is much less about a single shot and more about what everything looks like in motion.
The cave is running in Unreal Engine 4.
Today I worked on a material and base shape that is going to be used to create some roots clusters that will poke out into the cave.
Check it out!
I am Jacob Lubinski.