Myles (@GainDeveloper) profile picture

Freelance Artist & Game Developer Previously @MachineGames, @SplashDamage

Joined December 2014
Dug up some of the work I did on KF1.
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Where are the minimalistic gratuitous strategy games at?
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Another Sunday more cracks.
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got a little lazy with the lower grade and missed the big shapes.
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lil' evening sculpt practise
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This was all unified using a palette system that gave us gradient and texture control for each material. The entire terrain could be rendered in one draw call.
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Finally @HarryAlisavakis created an instance painting tool so we could paint grass, pebbles ect. onto the landscape. These would also match existing normals & materials. These were all hand placed since we wanted tight control over how the grass direction would lead players.
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In order to be able to reuse meshes like this I created tools to bend, match the meshes to the underlying terrain and blend the normals of matching materials to create a seamless result.
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We now begin "stamping" meshes on to this base mesh. We had a set of reusable assets from outcrops, grass edges, mud trails ect. These break up the edges and begin defining materials through simple shapes.
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We begin with a lowpoly base mesh that maps out the rough shape, path and materials of the terrain. Usually based on previous level design. We keep this simple to make it quick to edit - most of this won't be visible in the final result.
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Traditional height terrain lacks defined edge control we see in the concept art. Doing every landscape unique wasn't possible with our small team (I did try at first!). So we tried something else! -Lowpoly Base Mesh (Unique) -Stamped Meshes (Reused) -Instanced Meshes (Handplaced)
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