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Hello. We're back with the sixth issue of DevDiary. Last week, we wrote quite a lot of text, so today we are going to talk less and show more. So briefly and to the the point.
Creating models, we finally switched to the new unit complementation system, based on the constructor principle, which we conceived long time ago. It was necessary to take into account the specificity of the old skeleton, which we used in GEM2. After considering the various embodiments we stopped at the "block" equipment system (it is fully disclosed in Outfront project on a new engine). In this approach, each kit is located at a predetermined position of the character, which allows their use together with other possible objects, such as body armor for ex.
And we want to tell you about the making of nonstandard unit in "ghillie suit" camouflage. "Ghillie" is a set of plane meshes, imposed on each other in a certain sequence. We had to figure out how these meshes will behave in motion, and in animations. The task was complicated by the fact that it was necessary to put the meshes so as to keep the volume of the camouflage. Moreover, with a simple flat stacking textures are blurred and meshes are mixed into a single form, which did not allow expressively highlight details. As a result, an option has been selected, in which common parts were flat, but complemented by a separate polygons, which emphasized texture. Then was the segmentation of planes into parts with attaching them to certain parts, followed by skinning with the blend in places of bends.
And we invite you to enjoy the results of our efforts, relax in your chair and forget about the cares of the world. Because renders of German infantry already here.
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