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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

link] [link] [link] In the last issue of the Kristala dev blog, we showed off some of the props our 3D Environmental Modeler, Cass, had been working on that will be used to detail the various water villages that comprise The Dalamase. Here's a look at the textures Karena was able to add to these pieces over the past few weeks.

Dev 52
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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

Their leather armor is often decorated with twisting vines, animal imagery, preserved flowers, and other natural craftsmanship. link] With the model for the amulet prop completed, Bianca then worked on designs for the three variants of Nisargan magic staffs that will be found in game, as well as the model for a magical, Myrtunan shiv weapon.

Dev 52
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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. With Cass tackling Nasahara, one of our talented 3D Generalists, Karena, continued working through various models for 3D props and items found in the Nisargan capital city of Nisar.

Dev 52
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The Kristala Dev Blog - Issue #36

Astral Clock Tower Studios

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. We also really love how authentically Nisargan all the furniture pieces and props Harold created feel.

Dev 52
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The Kristala Dev Blog - Issue #34

Astral Clock Tower Studios

Here's how it works: each month, we share all the progress every branch of development has made as they collectively work towards completing Kristala's vertical slice—from stunning concept art and 3D models to custom animations, level design, and everything in between.

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

If you've been keeping up with our dev blogs over the past couple issues, you'll know that we've been working hard to come up with a way to create realistic-looking fur for our various animal-like characters. During his first official pass, Pete was finally able to make the textures and shaders work in tandem. 3D Environmental Design.

Dev 52