The world’s most open and advanced real-time 3D creation tool, Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, Windows, Mac, iOS, and Android. Its novelties are Nanite and Lumen system.
Nanite virtualized geometry means that film-quality source art comprising hundreds of millions or billions of polygons can be imported directly into Unreal Engine — anything from ZBrush sculpts to photogrammetry scans to CAD data — and it just works. Nanite geometry is streamed and scaled in real time so there are no more polygon count budgets, polygon memory budgets, or draw count budgets; there is no need to bake details to normal maps or manually author LODs; and there is no loss in quality.
Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes. The system renders diffuse interreflection with infinite bounces and indirect specular reflections in huge, detailed environments, at scales ranging from kilometers to millimeters.
Hello IndieDB Community!
We are the Black Beaver Studios, a portuguese team of 3 game developers, and welcome to our 2nd article!
In this article we want to show you how our game will look like, what art style do we have in mind and what we have done so far!
In our game, Sylvan, we want to re-create and art style very popular in various game like "The Wolf Among Us" from Tell Tale Games.
Different types of Cel-shading
Instead of creating a very defined look, with shadows and textures that look more natural (The walking dead example) our approach is to do something with hard and rough shadows, textures and hard outlines (The wolf among us example).
We decided to give it a test and this was our result!
Sofa with cel shading and outlines
We loved the way it end up looking like, and we already have a full interior with this art syle to show here, so stay tuned on future articles!
For today's article we also want to show you what we have done so far in the art section. This includes, character development, enemy development, environment development and more!
1ºst Sketch
Sketch to life
Silhouettes
Cloth studies
1ºst Sketches
Sketch to life
Silhouettes
Base for houses
Streets
Streets2
House Sketches
Props Sketches
As you have seen from this article, we have a lot of work to do to make this project fly! From the studio Black Beaver, welcome to the beginning of this amazing story!
That's all for this week, thank you!
See you next time!
Black Beaver Studios
Transporter April update. Adding large maps, new saving system, vehicle conditions, new content, and a ton of fixes.
Hi everyone today we want to show you the spec-sheet of our game!!!
In this devblog we show another concept art for our level as well as the official logo for our game.
Development updates on Blacksmithing, Multi Tenant Housing, Large World Tech.
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First-person action game, project codename is Citizen Pain.
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I'm waiting for it to make my own game. Making assets and planning for it.
lol waiting for gears 6 using this engine, there will be no unreal tournament 5 at all
oh boy
It seems quite promising. This engine has enormous potential. It's definitely immersive and realistic.
I have longed for a third installment in the KotOR series and it would be a dream come true if they made it using this software, but it's only wishful thinking. To be honest, I'd love to see another Witch-er video game, because this franchise has limitless potential and relatable characters. And I've seen the Witch-er III launch cinematic numerous times and that's what I wish to see in a sequel.
I honestly think that games have a bright future. And new game engines will merge with reality to some extent someday. I'm glad that visuals will be so realistic now and that they'll encroach/border on reality in the near future. So excited.