I thought it would be fun to show the progression of my work on caves. This cave evolved over about a year, and it is still in progress. I'm still working out new and fun ways to do rocks. Both scenes are running in Unreal Engine. I made everything from the ground up. The first is my attempt at using vertex painted materials, and the second is the progression to now.
I decided to take a break from more stylized work, and went back to an old project of mine and made some adjustments. The cave!
Instead of using real time lighting, I'm baking this time. I think it will pay off to bolster up my galley a little bit!
Well it took a bit, but I'm finally releasing a trailer for Delving On. This is still really early work, but I felt it was time to start getting stuff out there. I'm pretty happy with how it turned out, and I hope people like it!
The trailer is an environment trailer and kind of proof of concept for the game style. The future will no doubt bring improvements, but for now I think the game is on the right track.
Major updates made to the site today. I've been hard at work for months and been relatively silent, but I've got enough together now that I feel comfortable talking about it.
Check out the Delving On page for tons of new information about the game I'm making!
I'm definitely nervous about getting this out there, but I'm also very excited for the future!
At this point I'm bouncing from environment to environment trying get them into "showable" form. Today I focused on the Dungeon area. It is still very much WIP, but I'm getting there!
Below is a shot of the dungeon area of Delving On, a game I am making.
Worked more on the throne room today and did some adjustments based on feedback.
I think it is looking pretty good!
Work is progressing on the lighting of Delving On. The main goal is to get a consistent lighting that can be used to test assets and levels.
There has been a transition from using a color grading LUT to do most color correction to using the filmic tonemapper and color correction adjustments inside the Unreal Engine. This ensures a more consistent experience across systems.
At this point I'm happy with the results. Lighting may change entirely, depending on more baked vs real time tests, but this is a good start. Focus on level design and asset production can continue with this lighting model in mind.
I am Jacob Lubinski.