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I played a ton of Final Fantasy Tactics and have a few copies floating around, though my favorite is still the original Playstation version. We’re not really doing anything with shaders or post processing in the tutorial, so depending on where you want to take the tutorial later, its really up to you which you choose.
The PvP auto-battler with a medieval fantasy theme has quickly gained popularity with content creators! We had a great time, both on the event grounds and at our own gatherings, and made sure to recount our full experience in a retrospective blog post see you this year? The feature freeze for 3.6
Hello, loyal Kristalans and faithful fantasy fanatics! Let's get immersed in the dark fantasy world of Kristala. The door itself has two meshes—one for dynamic use and one that is simply for decoration if desired. The dynamic mesh will allow the door to be animated and properly opened and closed. 3D Asset Design.
Hello, faithful feline-lovin' friends and fantasy aficionados! 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. Trust us.we've got you covered.
I had been playing the Supergiant Games game Hades and started wondering what the River Styx could look like in a fantasy/fairy tale world. Having control over all technical aspects of the shaders allowed me to art direct the scene as a whole. The Last Voyage concept came from a wish to bring my stylized art into a realistic world.
But 3D games are usually stuck with a certain 3D model for a character and deforming the mesh is a pain to do. We've had toon shaders for years that can make 3D look like 2D, but Team Red has perfected it to such a degree that I sometimes can't even tell I'm looking at 3D. The lighting and shading is also incredible.
But mundane boredom is important to sell the workplace fantasy -- working late at the office, doing a repetitive task alone. About my splitting tech: I didn't manually model pre-split meshes, it's all dynamic via shader. Just his helmet. And then you continue to chop wood for another whole IRL minute.
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