August 2019 Progress Update! (Patreon)
Content
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.