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I've been mostly working on the exterior to the Goblin alchemist's hut this week.  It's in game and just needs a polish pass to finish up the textures and do a few more tweaks to the model.  Also had some time to work on the props for the interior and start on the low poly for the alchemist's outfit.  

The overall lore surrounding her and the goblin faction is also in the works.  So far the general idea for her story revolves around collecting specimens from the different characters in the world in order to research bigger and better potions while possibly using the player as a test subject. This would tie into the goblin faction's possible endgame of attempting to conquer the world.  

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E i G H T

Holy shit that looks so whimsical!

Annabelle Chilton

I just found the post about this game on LoversLab, man you need to get the word out there more! This looks fantastic.

Artem

Looks great! What technique are you using for the lights and GI? Is it all dynamic or baked?

slaen

Thanks, and welcome to Feign! The plan is to start doing some marketing once the gameplay stuff gets a bit more polish. Which is what I'm working on right now along with the goblin alchemist update.

slaen

So far it's all dynamic lighting with mostly out of the box settings. Couple reasons: the day night cycle being one of the biggest. It will also allow for placement and changes to buildings and props in the world a bit easier. It should also save on texture memory since it won't need to save out shadow map textures for everything in the entire world. Quick disclaimer though, I'm not a lighting expert by any means so there could definitely be better ways of doing things but based on my limited research this seemed to be the easiest and most efficient way of handling an open world game in UE4.

Artem

"this seemed to be the easiest and most efficient way of handling an open world game in UE4" - yeah, you're probably right. Latest UE4 has a combination of other effects that allow simulation of realistic enough GI without baking the lights. Especially if we're talking about open world game and dynamic objects. Consider adding RTX option as well, it's all dynamic and will improve lighting even more. For now that's NVidia specific option, but I'm pretty sure UE4 will make it eventually based only on DirectX 12 vendor-agnostic, so most people will be able to enjoy it.

DanishGuy37

Probably be good idea to try and get in touch with Lewdgamer or the Bikini armor group on steam, they have a decent amount of followers that might at least some them be willing to support if they're away of the game being developed, I honestly myself only ran across it by sheer chance on loverslab.