Technical Devblog 37 – 3D modeling for Floatlands

For Floatlands we decided to go with a polygonal look, which means the models don’t use smooth shading or textures and this gives the game a specific visual style. As my main tool for creating assets I use Blender, since it’s supported by Unity, has great tools for modeling, rigging and animation, and I am personally very familiar and experienced with it. WORKFLOW For most hard surface models I just model them freely with all sorts of modifiers and optimize them later or just retopologise…

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Devblog 36 – Weekly Update

We are happy to announce that we are going to present you a tech playable demo of Floatlands at EGX Rezzed 2017 in London this March. We are working hard to create a version of Floatlands which has some finished gameplay elements such as resource gathering, exploration with your personal buzzard and perhaps a quest or two. Lots of you are already asking us when will you be able to experience Floatlands, so here is the perfect opportunity to join us live, have some fun…

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Devblog 35 – Weekly Update

ITEM MODELS FOR WEAPONS & TOOLS  Remember all those player weapons and animations we showed you BEFORE? Well, this time I made item models for the weapons and tools the player holds in his hands. These are models with less detail and without all the fancy moving parts that you will only be able to see when you hold it in your hands and use it. These will be used as items in the world you can pick up. BUILD MODE ELEMENTS  In case…

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