Here is the raw capture data from a Kinect 2.0 using Brekel Pro Face 2.0 Beta and Mixamo Fuse. Took about 20 minutes to setup constraints in mobu and shoot the data. Shapes can be […]
I am now testing the current build live through Steamworks (Hooray!). The game’s release date is still unknown, but I hope to start play testing the current build via Steam keys sometime towards the end of […]
Sorry for the previous series of images being overly dark. Apparently, I underestimated the value of properly calibrated monitors. Here are some updated screen grabs.
A few in-progress shots of the current arena I am working on, Meditation Cave. The terrain is shaped and textured and I am beginning to dress out the play-space and focal points. Pretty happy with Unity […]
High poly in progress. Pipeline took some work but is singing now. He will be start to finish, including sculpt, maps baked, rigged, and weighted in 4 days.
Some shots of Tsu-Kuan’s in game model and sculpt. I need to do some texture clean up, add some dangle straps/pouches, his jug of wine, and switch the beard to just be painted into the […]
With just some minor clean up left, Pipa’s final asset is done. Here are a few in engine captures… Starting on Tsu Quan next. Hopefully he will go faster now that all the kinks in the […]
Here are a few in game shots of Pipa as I work on her final textures and rig weighting. Hope to have an animated version soon.
I have been working for awhile on effects design and how to get a great looking spell effects for the spells that have a longer duration than just a projectile . I think I may […]
Here is a quick look at the new matcap-based shaders we have been working on as well as some very early effects block-in. We’re working on the deflecting of spells this week and we needed […]
We have added Oculus Rift support to the game. It looks really cool in the headset, but the crispness needed for our comic shaders is a bit lacking due to the low res display in […]
It was recently brought to our attention that another game development team might be “borrowing” from Shaman’s design for their own purposes. For this reason, we have removed several posts and videos in hopes of […]
#5: Preparation matters.There are no turns. No breaks to reference your cheat sheet. #4: Exploration is rewarded.Collect the rare components you need to make the spells you want to cast. The ones you want the […]
Here are some results from a recent terrain test I thought I would share. These will be stylized with in-game shaders as the game is not this realistic, but this is just working out the […]