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After fiddling around and running some tests, Will was able to make it so that the character can effectively roll through various environmental objects - like the barrels shown in the clip below - to destroy them. Here's a recent track Adeel put together for our demo, backed by some awesome gameplay clips Allie recorded and pieced together.
In order to initiate these changes, however, it was vital that we had proper environmental and character concepts to work from so that our 3D modeling team was fully capable of bringing the Kristala that exists in our minds to life in Unreal Engine. Here's a little clip Allie snagged while making changes to these combat VFXs.
We've shown off 3D Generalist Joe's progress on this shield in previous installments of the Kristala game dev blog , but after a few other minor tweaks and revisions, the piece is now completed and ready to be implemented in Unreal Engine. They were instead created by a special NPC for a specific purpose.
Software used by professional 3D modelers: Maya ZBrush Blender Mari Substance Painter Unreal Engine (and other real-time engines) Houdini 3D modeling jobs in the industry 3D modelers are sought after in film, games, and virtual production, as well as beyond the creative industries in areas such as product design and 3D visualization.
This is the only place where you'll receive a monthly, in-depth look into the entire development process for 3D dark fantasy ARPG Kristala, an indie game built in Unreal Engine 4 by the incredibly talented team at Astral Clocktower Studios. He's a merchant NPC you'll meet as you embark on your journey to becoming a Raksaka warrior.
Last issue, we shared 3D Character Designer Bianca's progress on the model for our Nisargan forest nymph NPC. While studio co-owner and Lead Level Designer Tiffany put the widgets together in Unreal Engine (you can read more about her work in the following section), it was Will who penned the written content itself. Take a look!
This week, Cass continued chipping away at the base model for the Cathedral, adding a secret attic area that will house an important NPC you'll will meet along your journey. Stay tuned to hear more about the Cathedral and the mysterious attic NPC in future social posts and development blogs! link] Programming.
This is a clip of the Heider-Simmel animation. How can I get this NPC to convey a specific emotion if I don’t have that specific animation in my toolbox? What does the casting agency or sound engineer need to know about this recording session? How should I space out my content to create the pacing I want? Localization.
As Pete's first official task for Kristala, we had him work on revising the concept art for a very important NPC, Gustav Gondasa. link] Shifting gears from animation to rigging, Allie then brought the Anagativan skeleton enemy Nick redesigned this sprint into Unreal Engine in order to test the skinning she'd previously completed.
In our last issue, we showed off Nicholas's progress on the details he's added to give this NPC the signature Keozan look. After nailing the base model for this beast, Fede then brought the rat in engine to begin tweaking the hair shading and playing around with hair cards to create random tufts and patches of fur. Check it out!
link] Not only does this new trailer feature a ton of sweet cinematics created right in Unreal Engine using our own models and animations, but it also showcases two new characters you’ll meet in gameplay during Kristala too. What we can tell you is that the place beyond was once home to a prominent NPC you'll meet during gameplay.
While it would be easy to simply use existing environmental pieces like rocks and trees from the Unreal Engine marketplace, it's important to us that the bulk of Kristala's assets are completely custom pieces that are created by our team. Refactored blueprints and fixed animation bugs. Updated the player character's general movement.
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