Great job and very inspiring! Thanks for sharing.
Frankly I do not understand why we talk about the past of this CEO. As a player I do not care about what he did or not until his games are good. As an Environmental Artist instead I see a game with a shaky graphics. It is completely without personality, emotion and involvement. It can hardly be considered acceptable especially for the 2019 platforms (which I understand will be the target of this game). Well, this is probably an indie group, with no experience facing a first game in the real market. And that's fine. Do the best you can that even if you fail, you will learn and do better. From a technical point of view the method you are using is very old. It can work but not as you are doing it. I bet you're using Unity, it's easy to see that since I see assets from their asset store. Break your landscapes more, they are too monotonous and contact real 3D artists and level designers. One last thing, the last screenshot is worse than all the previous ones. The lights are wrong and everything screams disaster. Avoid similar disasters in the future.
But are they real or is it a mockery? or a scam? Truly horrible flat graphics and lacking a real sense of aesthetics. Ui devoid of consistency and usability. Do they really have a graphic art department? Imho in 2018 using such tricks so massively denotes profound technical incompetence.
Rohan Dalvi from CGPress has published a review of Houdini 15. It’s been only 9 month since we saw the 14th version for the first time, but the new version is full of major updates, so we’re quite surprised by SideFX‘s productivity.
Houdini is a 3D application created by Side Effects Software, a firm based in Toronto. Originally released in 1996, software has changed dramatically and its 15th version is not a thing to miss.
The newest update is focused on modeling tools, shading, lighting, the animation toolset and the fluids system.
Houdini has always been thought of as being relatively weak when it comes to basic polygon modeling. With this version and the previous one it has tried to address that area of weakness. In Houdini 15, Side Effects has added and modified some of the major poly modeling tools.
First, Houdini finally has a Polybridge tool. Personally, coming from a 3DS Max background this is a tool I’ve always missed and I’m really glad this has been added. It is capable of bridging multiple polygons at the same time and since the tool remains live, any transformations or changes made to the geometry upstream are automatically taken care of.
The bridge tool also has options to control the shape of the bridge using a spline ramp, and can also follow a curve if needed.
Similar functionality has been added to the revamped Polyextrude tool. It has a brand new interface and also has the ability to add vertex normals to the extruded geometry. The extrude from curve option seems to be a little buggy, as I sometimes got twisted polygons along the path.
The reviewer sums up the breakdown with a list of pros and cons:
- New and updated modeling tools for simpler poly modeling
- Massive additions to the shader system
- More focus on physically-based rendering
- New Viscous Fluid tools
- Onion skinning
- Ragdoll dynamics for crowds
- The new looping system takes getting used to
- Learning curve is still high but there are more tutorials available
- Ongoing shift from local variables to attributes can cause some confusion
He gives the 15th version 4,5 out of 5 calling it remarkable. Make sure to read the full review here.