I find 3D modelling in blender very fun, but it sure is time consuming. And it get even more time consuming when I all the time need to render out my scenes even though I only need the models for Unity.
Heres my latest render of Shackles Bay, Chuck’s home and arena. It’s in no way final, alot of it needs to change before it’s done, but it has about the right feel already.
I’ve put alot of work into the characters of Wacky waves lately just to get a feel of the style of the game and to try to get some inspiration for the continued work on the game. These characters is what will make the game feel alive, so I believe they are very important to get right. But they are also very fun to do. Check out this GIF! What do you think?
The two last days I’ve been creating one of the characters for the Wacky Waves game,”Chuck Shackles” the ghost pirate. I’m creating the characters in Blender3D. My skills are limited, but I’m taking my time with the models, keeping the poly count low, and keeping everything flat shaded and polygons single colored! Here is an early render of the character:
I also tried out Adobe’s mixamo autorigger and animations to take him for a spin!
I’m testing out new ideas for how I can achive foaming in my polywater shader without the use of textures, and I got this idea that maybe wireframing the shoreline would give a nice effect. At the moment I’m not sure about what I think.. a bit too styliced perhaps..
I’ve been working on my terrain/ environment generator alot since my last post! Mostly finetuning the tree-generation and placement and I’ve added grass-patches which waves in the wind! In this latest update I’ve also started adding gameplay elements like enemies! Not much yet, but we are getting somewhere!
So I’ve rebuilt my low poly water shader from scratch! The reason for the rebuild is that the shader I had, and have shared on here was quite limited platform wise, only worked in forward rendering and on DX11 capable hardware, which felt veeery limiting.. So fast forward to today, and I’ve got my New Universal Shader running on everything! With reflections working on supported platforms, and also I now detect where water is shallow to get the foamy look along the shore..
Edit: This is what it can look like in action:
Screenshots from iPhone:
It looks awesome on the iPhone, but no reflections on my iPhone 5 (Edit: Reflections are working!).. Which only supports Open GL ES2.0 i think.. Will test on 6S soon. On tvOS it does not look that nice, but I think that has something to do with the way lighting is done on that platform, not sure! (Edit: It now looks really good! Quality settings was wrong!)
Updated the low poly water shader a bit. Now collects shadows in a way. Still not perfect, and a bit messy, but it works in a way. Also added a Unity Package you can download to check it out for your self. Still only works on DX11 capable hardware.
I wanted to do some viking age inspired low poly buildings and stumbled upon the story of Uppsala temple. A heden temple that might have been in Uppsala. A religious center where every ninth year, nine days of sacrificing took place, and every day a total of 3 men and animals where sacrificed to the gods and hanged in the tree of sacrifice and the grove outside the temple. The temple was surrounded by a golden chain that could be seen from afar. The temple was burned and the tree of sacrifice cut down by King Inge Stenkilsson the elder, and a christian church was built in it’s place. The story of the temple was written down by Adam of Bremen. But due to the lack of sources, the existance of the temple is uncertain.
I made the model based on an old drawing I found on wikipedia. This one:
With a little sprinkle of imagination I’ve ended up with this: