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Hey everyone!

In case you missed it, I made a second update last week for the $3 tier showcasing our conversion to 3D character models for Pure Onyx.  Make sure to check it out if you haven't yet (otherwise our progress might be a bit confusing)!

We've made a lot of progress since then, especially with Onyx's 3D models.  I also have a lot of new work from Ubercharge and Limbo to show off, as well as a full programming stream that Mr. Kittyhawk recorded.

It's been one of the most productive months we've had this year, and due to that I think we'll be back to posting content updates shortly.  

The agenda for this week looks something like the following:  While we finish up Onyx's model and clothing/hair, her test rig is finished and I'm ready to start animating, which I'll likely start streaming this week.  Once I knock out her basic move set animations we'll be able to start playtesting the game again.  Limbo's currently working on the Biohound (new enemy) model, and will move on to the Wraxe boss' remaining 3D models once I get the body model set up for him.  Ubercharge is hard at work on the sewers level, which you'll see some of below.  

Here's the full list of topics for this update!

  • Onyx Face and Body Updates
  • Onyx Hair Modeling WIP
  • Biohound Concept
  • Charger / Larva Enemy 3D Models
  • Uber's Back!
  • Ubercharge's Sewer Environment
  • Mr. Kittyhawk's Programming Stream




Onyx Face and Body Updates

TK and I did a lot of work improving Onyx's face and body models, which I'm personally very happy with so far :D.  The goal was to sharpen her face up to get clean outlines from the shaders (and to remove the ones we don't want), as well as to remove the artificial 3D look.  I also made some adjustments that I think are more in accordance with the style, and make her more attractive to boot.    

The same pretty much goes for the body.  We've made some adjustments to the model that I would draw in the hand drawn versions, including a more sculpted abdomen.  TK has continued working the topology to achieve a lower poly count, and has finished modeling the genitals as well.  He's also finished re-sculpting the jacket for a lower poly count and smoother look to get rid of the noisy shading all the little details were creating.




Onyx Hair Modeling WIP

Onyx's hair has also been a major project of mine this past week, as we really need a suitable stylized 3D model that works with the game's shading style.  Our Inner Circle patron, QuestionablyInsane, gave the suggestion to use a technique in Blender that has worked out really well.  He and I spent a good chunk of the week passing versions back and forth, and we'll likely finalize it this week.  He has put a lot of effort into helping me out with this project, so here's a big thanks to him for stepping up!



Biohound Concept

We have yet another enemy concept to show off!  This guy is the first of the potential sewer enemies we've gone into detail on -- we're calling him the Biohound unless we get a better idea :D.  As you can see, he has a pretty great utility that I think we can do some really innovative stuff with.




 Charger / Larva Enemy 3D Models

Limbo's been super productive this entire month, and in the last week or so he's knocked out both the Charger and the Larva enemy 3D models.  I've done some shader/material tests with the Larva in Unity, but haven't gotten a chance to work on the Charger yet.


 

Uber's Back!

In case you were wondering where all the environment art has been, Ubercharge was away finishing his thesis for his master's degree.  He's been back this month and has been working on getting our environment processing workflow straightened out for production.  This mainly involves unifying and organizing our post processing scripts and making a streamlined method for exporting all the various parallax layers.  

He has also finished the parallax work on the Void slums map, which really adds a lot to the scene :D.  Check out some screens below:




Ubercharge's Sewer Environment

Ubercharge has been back to modeling -- this time for the sewer maps.  He's begun work on a system for rendering modular tiles -- basically pre-rendered chunks that we can stitch together in Photoshop or even dynamically in-game later on.  We'll be using this system to create maps that link the landmark points in the levels (AKA super unique maps that take a lot of time to create), and thus should be able to generate maps of any necessary length without having render absolutely huge images over and over.



Mr. Kittyhawk's Programming Stream

Mr. Kittyhawk recorded a live stream this week where he wrote an asset importer in Unity for Pure Onyx, and I figured I'd share it for you guys :D.  The team is doing about three streams a week now.  Limbo will be streaming character sculpting, Uber has been streaming environment progress, and I'll be streaming animating potentially starting this week.


Files

Comments

Anonymous

Hard to believe this all came out over the past month, been great watching this develop everyday on discord and watching the picarto streams. Missed the Sewer hound concept though, wonder what he does if the charger is as crazy as the previous concept art. Any chance Onyx could get a cute nose stud?

QuestionablyInsane

It is so cool seeing this all develop on the Discord. So much has happened.Keep up the great work. :)

Jamie C.

I don't know her new face lacks the hardcore seriousness she had during the first updates and the change to borderlands comic look is odd. :( not sure how I feel about this yet Ill keep up but I feel like this is just the begininng and I am just seeing rough stuff.

eromancer

She's in what's called a bind or zero pose -- the goal is actually for her to be completely expressionless. Making a neutral blank slate like this is the first step in 3D before you can add expressions. Not sure what you mean by the Borderlands comment :x, style-wise this pretty well matches the 2D version, it's just these images are close-up and using a perspective camera.

Jamie C.

I was not attacking or anything, my fault for sounding like that I figured it was the way I was seeing it. I was pretty sure I was that I was misunderstanding or not seeing something right. Which was the case, by Borderlands I was meaning the current way she appeared which seemed more comicy, which I asserted that it may be just the way I was looking at so Ill keep watching to see how it is applied cause I may just be really stupid and not understanding. That was all sorry for bad recent comment Ill make sure to double check before posting.

Anonymous

Eromancer just a head up its always gameplay > graphic , and I miss MATM any update on that?

Generic User

A thought occurred to me: Is the change back to 3d from hand drawn likely to see a return of her leg tattoo and/or the print pattern on her top? Asking because I'm curious, not because I have any particular opinion beyond a very general "tattoos are hot."

Anonymous

MatM is still on the backburner with AltairPL working on engine stuff. They're working on gameplay all the time, but there's no fancy meat on the bone there to show. Just because you don't see it doesn't mean it's not there.

Anonymous

I liked the old look better. More human, less plastic Korean pop star. Finish one game at a time.

Anonymous

Hope your right... it been so long since we have a playable game :/

Anonymous

Some chain piercings that could be utilized too? Perhaps certain mobs slap them on her until she can have a reset similar to the lust mechanic in MATM?