Jaws of Evolution

Hello!

I am starting new topic for our project in development called Jaws of Evolution.
We will have demo running up soon.

Some renders:

Indiedb link: Jaws of Evolution Windows, Mac, X360, PS3 game - IndieDB

Gameplay video v0.4:

The models are incredible did you make em?

Thank you, yes i made all models for our game:smile:.

Loving the models and texture work, not too realistic and not too cartoony. A wonderful mix.

Would you care to elaborate how you made the textures? Were the painted onto the mesh like in zBrush / Mudbox / Modo? Or in a 2D application like Photoshop?

There’s definitely a hand painted vibe.

yes, the models do look really nice indeed! Nice work!

Regards,
Matt.

Thank you guys for kind words.

I was using mixed pipeline for design over assets to practice skills in every software i use.
Some models were made in Mudbox/Max ,painted with real photos and then little “cartoonised” in Photoshop or with some additional color changes in Mudbox. Others were made with Zbrush polypainting.

Anyways if you are interested in details here is pipeline for Zbrush:

#Pipeline#

Zbrush part:

1.First i start with creating basic model with Zspheres.
2. When basic Zsphere layout of model is done i press A and convert model to PolyMesh. With that step completed we can start sculpting model.
3. Sudbividing model few times and sculpting it until i am satisfied with results. I preffer to work with models arround 1 milion polygons, becouse i am working on laptop and due to texture requirements which do not exceed 1024x1024 pixels.
4. When sculpting is done i start with polypainting. To start polypainting i press Colorize under Polypaint menu in right toolbar. Material should be changed from MatCapRed to FastShader for cleaner paiting.
5. When polypainting is finished i am steping down to lowest subdivision. Then i create GUV tiles under UVmap menu. Then i bring model back to highest subdivision.
6. Under texture map menu i click on Texture from Polypaint. This puts polypaint color with GUV tiles on texture map. Then click on Clone texture under Texture map menu.
7. Under Texture menu on upper toolbar i click Flip Texture V. Now you are ready to export texture.
8. Next step is to export model with polypaint applied on. Simply export your sculpted and polypainted model under highest subdivision. After this is done i export model once more on subdivision with 100k polygons and without polypaint applied on.

3d coat part:

9.Import exported NON-polypainted model from Zbrush to begin with retopology part. To anyone new with topology procedures i would extremely suggest 3d coat, since i believe it has best retopology tools you can get.
10. When topology is complete i export retopologised model and unwrap it in software (in my case this is done in 3d coat too).

Xnormal part;

  1. I set up high poly model with exported base texture from ZBrush and low poly model in Xnormal.
  2. Bake all textures from Xnormal and if needed correct them in Photoshop.

All of those look great! Thanks a lot for posting your pipeline too, i’m going to try my hand at modelling soon and your post has been really helpful. If i had to offer some constructive improvements, id say the texture on the red squid doesnt look as nice as say my favorite- the final fish(the colours are very well chosen), and the shark could be tweaked to seem more menacing (if you’re going for a menacing shark that is…)

really looking forward to a gameplay demo now, keep up the great work :sunglasses:

Thanks for taking the time to post your pipeline.

I like the painting over real-life textures, it’s a neat idea and you get impressive results.

I’ve dabbled with zBrush, but I always forget the interface and end up having to re-learn it. I hate making new models with it, but love the sculpting.

Skip i always forgett it to! It pisses me off every time. Interface in Zbrush is officaly the worst interface i have seen in any software, game or anything that is displayed on computer. I have been learning Zbrush 3 or 4 times from basics and i always quited learning becouse it is so unnecessary complex software, especially interface. If i would be making interface for Zbrush i would stack 90% of features under one big pop up called: Stuff and everything rest that is actually used in basic pipeline should be left as it is.

First gameplay update:

This is some very nice work. :slight_smile: I’m assuming you used a bouyancy script under a water plane?

Love the details on the models :slight_smile: wish my texturing skills were even remotely that good. :stuck_out_tongue: modeling is my strong suit, texturing, rigging, animating and scripting…not so much

Nop there is no bouyancy script in this level. Deep underwater levels do not use water plane at all.

I will post new gameplay update soon. I am just wondering does anyone knows if there is some refraction posteffect for Unity?
I would like to achive similar refraction as with glass shader.

Video is pretty dark, can’t see much.

Yeh sorry for that. It was tested on very bright desktop. You will have to increase brightness if you want to see more.

Well it’s that classic to eat the smaller fish but graphics is REALLY too dark… even if you want to simulate the abyss you should raise light to make your graphics appealing… so nice models wasted with that (non) light!

Here is some example pic from new level. I am still working and playing with lot of stuff becouse i have to increase performance a lot. Right now i have no idea why i have such a low performance.

Here is also short video.

Any feedback is welcome.

Does anyone has some tip how to add physics on tail?

We are still looking for programmer…

I wouldn’t use “real” physics for a long tail like that as I can’t imagine it working out very well… What I would do is make the bones in the tail lag a little behind the vertical movement of the ray…

Here is a thread where I posted a few examples of a snake script where the player basically controls the movement of the head and the tail follows in the same path… This isn’t exactly what you want, but it could be adapted to the tail of your ray.

Essentially the main body of the ray would be tracing a path which the tail pieces follow.