by Cyan, Inc.
I'm kinda hoping the pledges stop at 1.299.999 dollars, which is a new experience in my life as a backer here at kickstarter. Oculus rift support is in my view a bad choice as first stretch goal and i'd rather Cyan spend 199 USD on making a better game than 200 USD on supporting a silly gimmick. I would have considered helping out to reach the second stretch goal but with this second goal in the way i've decided against it. Really looking forward to the game though! Huge fan Cyans.
have you guys seen this? UE4 'Inside Unreal - Character Aesthetics'
oh man, can't wait to see what CYAN will make out of this...! :)
@Yannik - Can't say and it was made for the trailer.
Who composed the song from the beginning of the trailer? Is there any place I can buy it?
I actually didn't know all that 3D modeling stuff so it was a nice learning lesson! Just finished watching all of your "Making of Videos" (From MYST to End Of Ages all the way to URU) so seeing part of this "Making Of" was a nice treat.
Beautiful. Like working in terra cotta clay without the broken fingernails and dry skin :) ZBrush looks awesome!
@Michael: I'd have to say the final game artwork will be much, much better... And the reason I say that is simply because the elements for this teaser trailer were very limited in scope, and focused primarily on the Seed. The environment itself was sort of rushed, and while seems to work okay as a back drop, it wouldn't really hold up if you were allowed to walk around and inspect it up close. That said, for the finished game, not only will you be allowed to walk around... but also walk over that hill... and into that building... and then down into that tunnel... etc etc. Therefore the visual experience as a whole will feel much richer, and more complete.
One of the best updates I've seen in a Kickstarter campaign!
As someone currently in college for a Game Design & Game Programming degree I found this write-up to be awesome. I absolutely love reading/seeing the design process and this one in particular reminded me of my first 2 classes (Video Game Art 1 & 3D-Modeling 1).
I credit my childhood obsession with MYST & the Millers for being a huge part of the inspiration for my going back to college now in my 30's for this career change. So speaking for myself, please do more write ups about your design process ... I would love to read them all.
Such vision! Keep on truckin' getting pretty close. <3\
Hi Eric: I terms of what you're planning for Obduction, how do the trailer's graphics compare? Can we expect rendering quality equal to the trailer? Better than the trailer? (Not that the trailer isn't awesome), or less than the trailer? Thanks!
Wow, that sculpt is really, really, eye candy delicious. The game-ready asset almost looks just as good, too.
Nice one NomadMolly ;-)
Or even you could talk about the technology you're using.. the methods you are using.. other stuff that doesn't directly relate to game specific info..
and does anyone know what music was used?
Is there ever going to be updates without spoilers? You guys should be the masters of saying stuff without giving away anything by now.. I'd love it if you could do one update like the above and then for the next update, do one without any specific spoilers and so on. Thanks.
@Dennis: The "layering" technique is something I've been doing for years, albeit not with the "official" UE4 way of doing it. I wrote my own shaders for UDK that do the same thing (blending multiple materials together using a combination of vertex channel information and blend maps)... and it's a brutally powerful way to work... especially on large environment-type assets. We use a similar implementation in the custom game engine we are currently using to complete The Witness. Layering all the way. I look forward to digging deeper into the "official" UE4 way of doing it... tho I suspect I'll end up writing my own custom shaders to make it work the way I want.
I'd love to know your thoughts on the new layered material technique. I've not been able to get myself to implement it into my workflow yet but it does seem like it could be quite useful because I've found it a bit tedious to get the right roughness values on assets with several 'material' types and creating masks that seem wasteful for metallic.So i guess it would be easier to get the right values for individual 'material' types and then just blend them together using the new system.
Thanks Eric! This is awesome! In terms of graphics for the final game, I'm wondering how much you guys will go into the maximum of UE4 photo realism?
Since i'm a backer, i figured i'd go play the old games, so i bought them all on Steam. However, "realMyst" is just crashing incessantly. I know you're all busy with the new thing, but i need help with the old thing. Can you PLEASE go here and answer my tech support Q? http://support.cyan.com/view.php…
Love these behind-the-scenes glimpses!
Also glad to see NomadMolly's use of my flier :D If anyone else wants to post one on the local cafe bulletin board during this final push, you can print it here: