Saurian Devlog #52

 

With most of the team busy on aspects of the game that are either secret or non-visual, this week is going to have a short devlog, and Jake is going to be in the spotlight. Here is the cool stuff he has been working on:

Jake

I've been hard at work on the new T. rex, and am really stoked to show off the finished sculpt! Not to toot my own horn too much, but I am pretty confident that this is one of the most, if not the most, accurate T. rex ever sculpted. Aside from following RJ's painstakingly detailed concept art, I also spent a lot of time on the foot details using fossil impressions and emu feet as reference, and am particularly proud of how they turned out.

Footsies.png

After some soul-searching, I gave into peer pressure and added a cloaca for the sake of ensuring the unrivaled accuracy of this T. rex. I hope you understand how much of a sacrifice this was for me, as cloacas really upset me for reasons I'd prefer not to discuss. Furthermore, I've finished retopologizing the T. rex, and it's ready for texture work, so expect to see this big fella getting colored in soon. Keep an eye on Saurian's Twitter or Discord for notifications about my Twitch channel, where I sometimes stream my work. Here's a neat little render:

WIP6.jpg

On the flora side, I've started learning SpeedTree 8 in anticipation of its upcoming integration with Unity. With this integration, we will be able to use PBR for shading our plants, and I'm really excited to see the graphical improvement this will bring to Hell Creek's plant life. Here's a sneak peek at how our plants will look in the future:

Fern.png

In addition to taking advantage of SpeedTree 8's features in making our plants look beautiful, we will be remaking many of these plant assets with more informed poly budgets in mind, which is part of our strategy for ongoing GPU optimization. In short, the game will ideally both look and run better. I'm pretty jazzed about it.


That's all for this week! We expect to be able to show some more gameplay related work next devlog. See you then!

 
Henry Meyers41 Comments