Below are some progress shots of our character making workflow, from initial concept sketch to finished mesh with textures.
Flowing water! We created this water simulator based on the Flow paper by Valve Software: http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
WASD/Arrows: Move around
Mouse: Look around
Left-Mouse: Splat blood into the water
- Vector based water flow, authored inside the Unity Editor, vector fields can be changed at run time too(at a price).
- Surface debris that runs on the current.
- Reflection, refraction and water depth.
- Flowing water colour, comes in two flavours:
Constant: continually pump sewage into the water plane, pump clean water into the system from a pipe, water washing through a pile of rubbish can pick up that tasty green hint.
Dynamic: splat blood on the water surface when that zombie takes a hit, kick up silt as your characters run through shallow water and watch it dissipate.
- Rigidbodies float in the water and get caught in the current.
- Surface splashes
- Surface foam with density maps
We’ve released the 1.0.4 version of A Day in the Woods today!
Among the various fixes and improvements, this update includes an all new theme: Christmas!
Other changes include:
- Fixed windowed mode startup issue on Windows builds
- Fixed missing sprite/season unlock notifications under certain circumstances
- Fixed star rating not updating once the player completed at a higher star rating and higher move rating than a previous attempt
- Fixed collectables disappearing after the player entters and exits the gameplay menu
- Fixed numerous minor bugs
- Updated version checking system, build number is now shown too
- Updated quality settings to exclude more expensive effects in lower detail settings
- Added slide-move control scheme: click and hold on a tile adjacent to the sprite, then slide the cursor to other adjacent tiles to control the sprite in a faster smoother way.
- Added localization framework: Additional languages coming soon!
- Added credits button
Desura users, the new version is pending approval and should be made available soon.
We hope you enjoy the update!
All of us from RetroEpic want to wish everyone a Merry Christmas and a Happy 2012!
- Mouse click / Drag – Paint on surface
- R – Reset
- Any renderable object can act as a brush, by default particles are used.
- Paint effect based on particles, any way a a particle can be moved, the paint will spread.
- Approximated/Implicit paint physics, paint slides down walls, drips off roofs and pools on floors.
- Per surface control over paint color, paint fade time, paint resolution, camera dimensions.
- Flat surfaces only, preferably Unity Planes or similar geometry (see example), Unity planes can be scaled to increase size.
- One paint colour per surface.
Lately we’ve been invested in work for a client that has required, among other things, models of 19th century Southern-States plantation workers and owners.
So, here we have some of the models in all their glory. This was a fun one for me because I got to try my hand at texturing. Thanks to Hannes for all his patience with me, and as always thanks to Xavier for the great meshes!