Lots of progress!
Hi everyone! It's been a while since the last update but that's because work on the game is moving forward at a brisk pace. So here are just a few improvements since the previous update, in no particular order: Started testing DX11 global illumination asset (called "Dynamic GI") for potential future...
The figurines are back!
This is a quick update on the figurines: they have at last come back from the sculptor's (Thomas & Elise) who worked on making them a little more sturdy so they are able to survive shipping! After several tests we've found the best way to protect them: we put them in...
Behind the Scenes
Since David suggested I do a post regarding the applications I use to develop "Ghost of a Tale", here's a quick breakdown of how my pipeline goes, starting with Maya. Whether it's character or environment I tend to begin with very basic poly shapes before I then move on to thinking...
Trekking for Textures!
I recently went on the hunt for source textures. Sometime you can find what you're looking for on the web, but I usually tend to capture my own textures. This is important enough for me to spend hours trekking through thick forests until I reach a spot where I go...
Better debugging
Hey guys, game progress is going smoothly! :) The story is now locked (thanks Paul!) and that's going to help in figuring out exactly what's needed for the game. There's so many different elements that need to fit in that it is sometimes a bit dizzying. And remember that Ghost of...