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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Bianca manually did the retopology for the nymph, unwrapped and laid out the maps, baked the details, and started to spend time learning more about texturing in Substance Painter. Here are a few clips of our menu systems and consumables in action so you can get an idea of how they're intended to look - and work! -

Dev 52
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Optimize Vegetation Generation

Mnenad

  Side note: Watch the clip in this link if you’re not familiar or just interested in understanding the difference between CPU and GPU. I just toggled the “Baked Pivots” option in the shader to ON. Subdividing the mesh in Cinema4D’s sculpting mode and baking a displacement map works great.

Mesh 52
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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

With the first variant completely finished, Bianca was able to get a successful bake for the second model this month before moving onto the base sculpt for the final rat and armor. We can't wait to see how all three Kota variants and their detailed armor sets once they're completely done. link] Programming.

Dev 52