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Haptic Feedback and Sensory Enhancements New developments in haptic technology enable players to feel in-game actions, such as the recoil of a gun or the texture of objects. How does AI improve NPC behavior in games? This sensory feedback enhances realism, making virtual worlds feel more tangible.
Other than the people in my group, everyone else might as well be NPC's. I realize that it's all numbers under the veneer of a texture-map, but it was new for me, and I wanted to be rewarded. I've tried to strike up conversations with several other people and am ignored or greeted with a simple "hi", follow by a dash down the road.
Other than the people in my group, everyone else might as well be NPC’s. I realize that it’s all numbers under the veneer of a texture-map, but it was new for me, and I wanted to be rewarded. I would like to see an option for “word balloons” above peoples heads when they speak.
Last issue, we shared the texturing work Cass had started on the forest homes, many of which resemble beautiful log cabins due to the intricate woodwork featured throughout. Much to Cass's relief (we're sure anyway), he was finally able to finish applying textures to the townhouses over the past few weeks. Take a look!
Looking ahead, nDreams is excited to explore exciting new integrations, such as an AI-driven headless game client to create a more realistic, dynamic NPC behavior. This will reduce the time each container host needs to spend downloading large game images. nDreams made two major optimizations to reduce the file size of the headless container.
High Resolution and Texture Quality : Running the game at a very high resolution or with maximum texture quality can overburden your graphics card, resulting in low FPS. Adjust the settings downward, such as reducing texture quality and turning off special effects like bloom or ray tracing.
Lastly, Nick revisited the 3D model for his previously created Anagativa skeleton to improve its shape and textures before handing it off to Allie for rigging and animation. After finishing up the forest townhome models, Cass then started in on texturing each of the structures. Can you spot it? Let us know in the comments!
We've shown off Bianca's progress on the tree trunk spider enemy in previous issues, and we're super pleased to be showing you the fully textured and painted fiend. First, Shelly gave a little facelift to the texturing used on our Masarusa enemy. Honestly, most of these houses are way cooler than any of our apartments. ;).
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. Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. Take a look!
One such creature featured in Kristala is a sweet and gentle Hemani named Cloudette, an NPC you'll encounter in a unique level area called The Hermitage. The last concept we were able to cross off our list this sprint is a character concept featuring a jolly and loveable Ana NPC named Neil of Nisarga. 3D Environmental Design.
With revamped weapons well underway thanks to James, another of our talented artists, Amanda, worked on revising the concept for an important merchant NPC that will help you score all the wares and goods you need to complete your Raksaka Proving. Wanna see what this set looks like fully textured and detailed?
There's a specific role the damaged piece plays in the Kristala demo's core storyline, and it coincides with an NPC we've been keeping under wraps up until this point. This sprint, Fede was able to continue working on the soldiers and armor he'd started, polishing up details and working on intricate textures.
Machine learning algorithms now generate realistic textures, procedural landscapes, and lifelike animations, reducing the time and effort required by human artists. Artists have always played a crucial role in game development, meticulously creating characters, environments, and animations.
We especially love the scale-like indentations Bianca has started to add and we can't wait to see how he looks with painting and textures. The texturing featured in the below video is just a stand-in, but you can see how this plugin helps us better tame this feline fur. 3D Environmental Design.
Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty. With Shelly's keen eye for detail (and impressive modeling and texturing skills), she's been able to capture exactly that with her new and improved crystal models.
After adding some rust to the texturing and bending and breaking a few of the rungs that comprise the gate's overall structure, we think Cass finally nailed it. 3D Generalist Joe was another talented team member to work on modeling and texturing a few props that will be handed off to our level designers and placed in Nisar (and beyond).
If they don’t create textures themselves, 3D modelers will work especially closely with texture artists and look development artists (aka surfacing artists) who will add realism and detail to their model through texture maps and shaders. They may also be required to use software that processes scans and photogrammetry.
We'll walk you through Nick's entire process for modeling and texturing these Twiggies in the comprehensive version of today's dev blog. This sprint, Joe refined his textures by adding in more color variation to the mushrooms and the crystals that can be seen on the lantern below. Check it out! Have a look!
Although he'd already completed the base models and initial texturing for the Nisargan Impaler and Rosethorne Swords prior to this sprint, Cass spent some time this month further refining each design and finetuning its details. Here are two of the different texture variants Pete showed off this sprint.
Using a design from our concept art team as a guide, Hassan first began piecing together this stunning wooden abode, then carefully textured it to make it look properly aged and lived in. They were instead created by a special NPC for a specific purpose.
In our last issue, we showed off Nicholas's progress on the details he's added to give this NPC the signature Keozan look. With Lophi's model and textures nearly complete, Pete spent the first half of this sprint finetuning this beasty baddie's details and adding some additional flare to the character's fins and spines.
Oily skin texture). In-game models used in the cutscenes are obviously not suitable for close-up cutscenes in terms of texture or polygon quality. These dialogues, sounding more akin to whispering, usually take place among the crowds of NPCs who don't have names. Fortunately, the art design of the game performs well.
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