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$268,964 pledged of $600,000 goal
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By Fresh3D Inc
$268,964 pledged of $600,000 goal
backers

From Voxels to Polygons

51 likes

Making of Shamazaar (part1)

Good moon Adelphians,

In this update, Franck shares some of the process of creating the early version of the new Shamazaar region and gives you an exclusive glimpse at the original Voxel data in this making-of video. Enjoy:

Shout out !

Check out this great project!

https://www.kickstarter.com/projects/crytivogames/the-universim

The Universim is a next generation Planet Management God, the game is developed by Crytivo Games and designed by Alex Koshelkov,
We backed it and I think you guys might like it.

Comments

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    1. Patrick van Dissel on May 6, 2014

      Ghawran, really? hmmm.... the Youtube HTML5 player only gives me 360p, for the embedded video here and the one on youtube. Ok. Forget I said something :)
      @Fresh3D keep up the awesome work! :D

    2. raron on May 5, 2014

      Patrick van Dissel: Uhm, they ARE in HD. You have to click on the settings icon and change it ;)
      On the other hand, if your highest choice is 360p then I'd suggest some kind of problem on your end? My highest choice on the video above for example is 1080p, just FYI.

    3. Patrick van Dissel on May 4, 2014

      This is the HD remake of the game, shouldn't the update vids then atleast be HD also? :) Kinda weird to watch a video in 360p as highest quality for a game remake in HD.

      For the rest, keep up the awesome work. Hope the project goes on even if the Kickstarter does not make it in the coming 3 days

    4. Missing avatar

      Ian William Quirk on May 2, 2014

      This Kickstarter need(s/ed) a more rigorous advertising campaign!!! This would have been an absolute dream come true.

    5. Ashley Edgcumbe on May 1, 2014

      Such a shame this isn't getting the recognition it deserves... History repeating itself

    6. Missing avatar

      Robert Silesius on April 30, 2014

      Super interesting video! I never noticed that the original game was tile based.

      Very sad that this Kickstarter never seemed to get a lot of traction. :-(

    7. Todor Nikolov on April 29, 2014

      Always nice to see behind the scenes footage!

    8. Mark Makarainen on April 29, 2014

      Wow that's awesome ! I didn't know such detail was going to go into the remake ! Thanks for the update !

    9. Missing avatar

      Ashley Gittings on April 29, 2014

      Great update! Really enjoyed that :)

    10. Missing avatar

      Elliot Gittings on April 29, 2014

      very interesting vid guys, we love you frank :D haha.

    11. Missing avatar

      DietmarSchaible on April 29, 2014

      Thank you Frank for giveing this insight into your work,
      very interresting shader since its not mapping dependent. Quite much geometry used in your ingame tiles, good for vertex paint, didnt expect it, thought its more normal mapping and less geometry. I gues the "cracks" use a special mask for the grass texture to bleed in, but maybe i am wrong? Very nice sculpting work! 3D coat seems a great programm since your not limited with polygon fiddling. Wish you guys really that you can reach your kickstart goal, dont give up!

    12. Missing avatar

      Thomas Kings on April 29, 2014

      This looks great!
      One question: are you using DX11 tesselation for the terrain?

    13. Andreas Aronsson on April 29, 2014

      So very interesting :D Very nice sculpting, and whoa, still amazed that you have the old source code and data files. So often it seems like legacy code is lost to history! I need to tweet about this again... needs more backers!

    14. Rafael Masoni on April 29, 2014

      This is really really impressive! The new terrain graphics are so beautiful and the way they're put together is really cool.

      I'm so sad that there's a possibility of this Kickstarter campaign failing though… Please don't give up on this dream!

    15. Missing avatar

      DrBunsen on April 29, 2014

      thanks for this nice video.
      Given the information from the video you need a bunch of level designers to do the job, not so many coders or art workers. LDs usually don't cost so much, so in case this campaign fails perhaps you could save some money on the quality of the character models and still be able to do a Reboot for, lets say, 300k?
      Perhaps that's worth a thought or two, just my 2 cents...

    16. Fresh3D Inc Creator on April 29, 2014

      @Miika. Thanks for the nice comments. We have made some tests with the techniques you describe as well as geometry shaders and compute shaders. In the end it all comes down to how much time (read money) we'll have to utilize those features on a larger scale as we have huge worlds to populate. We'll do our best to impress, and again this prototype map is really just a proof of concept and the end result will be so much better.

    17. Missing avatar

      Miika Liukka on April 29, 2014

      Another great update! Thanks for the explanation of the technical stuff. You could've gone even more in-depth regarding how your blend shader works with the heightmaps of the various textures to make sand accumulate in the rock fissures and cracks - no matter though since I deduced how it works from seeing similar shader techniques before. ;)

      Question: Are you planning to implement (or have you already implemented) tessellation and displacement in the engine? Parallax occlusion mapping or a similar technique would emphasize the 3D shape of the rocky materials nicely. :)

    18. Mellefly on April 29, 2014

      Lol @ Bauke I was about to say the same thing lol.

      Thank you for this new update, it's very interesting to follow the process in this video.
      Also I would like to thank you for promoting other projects, it's very nice from you. :)

    19. oxe23 on April 29, 2014

      This looks really cool :-)

    20. Missing avatar

      Bauke Regnerus on April 29, 2014

      The guys of Crytivo support paypal. Hint hint!

    21. Missing avatar

      Christian Egerer on April 29, 2014

      I doubt that there's anyone, who didn't back this because he wasn't sure how smooth your workflow in fresh engine is^^
      But although probably not very effective I found it to be quite interesting :)