Materials

Nuclear wasteland

This time a new level for Multidamage system. In this level a damage caused by ionized particles (radiation) is displayed. The player spawns in a nuclear wasteland full of radiation. As time goes by health decreases, the vision is distorted and the camera suffers from ionization becoming more grainy. As usual there ara a shield […]

Hell is freezing

Hi, a brand new post showing off the new freezing damage level for the upcoming MultiDamage system (all of these levels are as similar as possible to a real game environment)! This level is full of hidden secrets. Obviously the demo level features a damage caused by harsh cold environments (and it works in first […]

Trees

One of the most faced problems we indie devs face is to place good looking trees in our levels. Not that the game industry is not offering any of them (i.e. the SpeedTree suite) but normally we can’t afford the big money for this kind of professional assets just like many studios do. So we […]

Bolt&Lightnings

Now comes the second part of the procedural materials that I’m using for the upcoming multidamage system. Since I am a one man army I don’t have many time to model things from scratch so I had no choice than to to choose the procedural path. One of the rooms of the demo level feature […]

Tessellated snow

During the developement of my new multi damage system (which will include obviously a freezing damage level for your “Call of Duty” style winter missions) I was searching the web for a credible snow material and so I stumbled upon this valuable tutorial. It creates a very realistic snow cap over your assets. I’m including […]