Background:. Andrew's a programmer who was working on his game for 3 years and I was working on my game in UDK. I got to the point of programming and realized that its too slow to do both art and programming. Writing code wasn't the hard part, polish and bug fixing was. So I looked at Andrews game... God awful visuals b/c he had the opposite problem. I decided to support his project and get things up to a point in quality. My goal was 60-70% of my standards for visual quality on everything. Reason is time, and I can't make all these things w/o an engine. Oh thats right he's written the code from scratch in XNA so there is no GUI for me to work in. Next games are in Unity, and so that will be quite different. He had already bought DAZ3D models for the main characters and I didn't redo them. I designed and built all the ships, planets and star maps. That doesn't seem like a lot of work, 20+/- ships, 3 cockpits, but it was. I learned a lot. There are 1001 things I'd like to add and change in this game but I am insisting that all major changes from here on out go into planning phase for Eterium 2 in Unity (after the next game "First Contact" working title for mobile). We'd never finish a game if we kept adding wishlist ideas and improvements. The game is pretty fun, and big goals for the next. Anyway take a look, we're going to try to get the demo ready in the next few weeks.
Indie Game Development & Tutorials. Primarily Maya and UE4. Now with a hint of Chinese 5 spice!
Preview Eterium Indie game
Background:. Andrew's a programmer who was working on his game for 3 years and I was working on my game in UDK. I got to the point of programming and realized that its too slow to do both art and programming. Writing code wasn't the hard part, polish and bug fixing was. So I looked at Andrews game... God awful visuals b/c he had the opposite problem. I decided to support his project and get things up to a point in quality. My goal was 60-70% of my standards for visual quality on everything. Reason is time, and I can't make all these things w/o an engine. Oh thats right he's written the code from scratch in XNA so there is no GUI for me to work in. Next games are in Unity, and so that will be quite different. He had already bought DAZ3D models for the main characters and I didn't redo them. I designed and built all the ships, planets and star maps. That doesn't seem like a lot of work, 20+/- ships, 3 cockpits, but it was. I learned a lot. There are 1001 things I'd like to add and change in this game but I am insisting that all major changes from here on out go into planning phase for Eterium 2 in Unity (after the next game "First Contact" working title for mobile). We'd never finish a game if we kept adding wishlist ideas and improvements. The game is pretty fun, and big goals for the next. Anyway take a look, we're going to try to get the demo ready in the next few weeks.
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