Toying with generating dynamic meshes based on Perlin noise. Nothing fancy, but looks kind of nice. Will turn into something nicer eventually.
A chibi version of the AgustaWestland AW101. I started out building a Sikorsky Sea King, the quintessential anti-submarine helicopter, but it looked a bit old (it first flew in 1959) next to the “stealth” stylings of modern frigates like the already low-poly stylized La Fayette class frigate.
So me and Vincent had game jam of sort last friday, with the ambition to produce something playable in 24 hours. We both kind of died at 5 am, far from being finished. We had tons of fun, though, and the amount of progress we made was really inspiring. We developed this embryo of a simple sub hunt game - a genre that’s criminally overlooked - featuring asymmetrical multiplayer. In short, one player would be the submarine, the rest of the players would try and stop it using boats, helicopters and planes. I won’t talk much more about it, but I did some low-poly game objects for us to use instead of blank cubes floating/diving/sinking.
It’s also a perfect excuse for geeking out hardcore on sonars, cavitation and general anti-submarine warfare tactics.
“Pushing deep into an unregulated sector of space, a carrier launches its drones to scan for cloaked hostiles nearby.”
How many polygons do you need to convey scale? A small experiment in reductivism.
Lagging behind on building the houses for the racing game, but I think i’m finally finding a simple and clean style that works. Japanese-flavoured functionalism/bauhaus, with slightly pastel hues tinted by lazy sunlight. And supremely low-poly too, with absolutely minimal texture sizes. This stuff will run so smooth. Now I just need to polish up my texturing/UV workflow… right now it’s the most painful part of the process, thanks to Cinema 4D’s amazingly shitty mapping tools.
Migrated the code from crummy Javascript to ritzy C#, and added interactivity. Sorry for lag when adding geometry, the code is far from optimized. At some point I guess I’ll add fakey radiosity as well, but for now I’m going back to making racing game graphics and infrastructure!
Please fullscreen, since a lot of the shadow details get crushed by the whiteness of my theme.
Been having some setbacks with the netcode for the racing game lately, so went back to this thing for a while. I’ve started doodling in Cg, and as a first project I rewrote the entire shader and managed to add realtime shadows on top of all the other good stuff! So now it’s texture+occlusion mapped, global illuminated in realtime + soft shadows! I’m really happy with the results.
A reference scene with some props to get a feel for the scale of things. Also needed to see how smooth and flat surfaces went together. Started veering into “3d pixel art” territory… I’ve also given myself the assignment of designing, modeling and texturing at least five different buildings per week. Let’s see how it goes!
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