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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. That’s it. When

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Coherent Creature Design

Mnenad

As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. I can imagine this as a great tool for artists of all kinds, even when it focuses on digital painting and concept art. Designing the game world's creatures. I suggest you try it out yourself.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Art: The Ordinary Makes Greatness Though Lost Ark is mediocre in art design, it is mature and full. Mediocrity means there is no obvious innovation in art and graphic design. Design: beautiful and romantic without considering The art design of Lost Ark is a standard Korean online game style. Oily skin texture).

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. The 3D asset workflow has also seen great improvements.

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