Star Wars - Redemption | Work in Progress #13

Work In Progress / 15 February 2019

I've been busy  last months, I'm still trying to find a new job which sometimes involves doing an art test (time consuming but lots of learning), and I've been fortunate enough to work with amazing clients such as "I From Japan" (you're in my heart guys ♥), soooooo I had not that much time for Star Wars - Redemption (sorry sorry =X !) 

I've also made a first try for a waterfall

I've created some water effects for Lumberia, I want to add some other features such as underwater sun scattering but don't know how to proceed yet, except by placing manually some meshes with a fake effect, I'm not a huge fan of it as it's not something managed dynamically. But of course if the final level is a small one it would be a good choice  

This is our environment material. Almost finished (need to rework the variator's part, simplify some areas to be able to use this material over more stuff than walls and pillars, it's probably the most difficult part to achieve for me as I feel I'm new to game development tricks, especially about environment art). This one took me a lot of time and iterations as I wanted to have a specific result and didn't knew all the required tricks involved to make it, but things begin to look nicer and nicer and I'm pretty happy with the result I get at each iteration
Now we can simply blend two surfaces (here a sculpted Sith wall and bricks), add noise "Variators", animated or not, which I'm using intensively when I'm texturing all my assets on 3DCoat, add or not a "SnowSandMoss" layer over the whole mesh depending on Z+ projection, add a distinct color to each of these surfaces...each of the features are controlled by at least vertex color + most of the time a custom mask texture...and plenty of other cool controls =D The goal is to simplify a lot environment asset's creation while keeping an artistic control on top of it =)

I've made some new tiling maps for the upcoming assets (it's still WIP and may change later) :


I decided then to try out reworking some of The Venator's corridors using this new workflow based more on a good UV unwrapping (meaning a precise one where each vertex coordinate is wisely used and not just randomly packed) :


using mostly these two textures + a decal/trim for all local details and break the texture tiling :



(the following is an old one I did last year)

About Leveldesign, which is currently just not done (each "level" I did was only to test the assets, and how I could build things with them ;) I know it's just not conventional but initially I just wanted to create environments after my daytime job based on star wars universe, I didn't want to do a demo or a videogame at this time. It allowed me to push art in the direction I loved)

So...I decided to make a fairly simple shader that shows distances in our upcoming levels and will soon be used for starting level design, at last =P

And now we have a new Mevenn (new face, new Phoenix skin) integrated into unreal as our playable character ! New anims are rough for now but all moves are intended to be faster than what we had before, not meaning they'll be simpler ;) We really want to take advantage of Mevenn's ability to manipulate and control her lightsaber by distance, so animations may be more exaggerated on the next iteration =)

A first glimpse at the game now we've added more and more stuff, it's still really WIP on anim/gameplay level but it's also a strong base for all that we want to build up next =) Big thanks to Fantin Gislette (Game Designer) and Thomas Chaumel (Animator), this part is definitely yours ;)

There are some issues with popping objects in this level which may come from the huge forest being made in this map ^^"

That's all folks ! And really sorry again for the lack of stuff this time (probably will be the same next time, but as stated in the project's page on artstation, Redemption's development workpace is meant to be chaotic/irregular, but, well...it's just a fan project ;))