Most games start out with a vision, some even incorporate market research. This one sadly doesn't, that's one of the reasons why I consider this an art/learning project rather than a "real" game.
The graphics of Rancor (and ultimately the gameplay as you will see later) is built around the samurai character, which is actually made for another game! That project turned out to be a bit too ambitious for a one-man-studio such as myself, so that guy found his (temporary) home in Rancor! Did I mention I like recycling?
Paper and pencil is not my mode of expression, so I make sketches in 3ds Max.
It's convenient to sketch in 3d, because that usually means the finished concept model IS the final model! Efficient, isn't it?
My first concept looked like the following image:
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The character was a bit different and not animated. Those files perished in an external HDD accident in the meantime, so this is a "reconstruction".
This looked very cool on a tablet, so I had decided to develop something along those lines!
This is all great, but how do you actually start making a game? As a 3d artist it was only natural to simply start modeling!
I was inspired by the following 3ds Max presentation:
This looked very cool on a tablet, so I had decided to develop something along those lines!
This is all great, but how do you actually start making a game? As a 3d artist it was only natural to simply start modeling!
I was inspired by the following 3ds Max presentation:
If you're not a max user it's less great, but still worth watching!
One of Unity's advertised features is that it can handle .max files. With that in mind, a practical person will simply drop the .max file in your Unity project, so it gets updated automatically as you develop your scene in Max. Great huh?
DON'T do it!!!
DON'T do it!!!
First of all, as every 3ds Max user knows, unless you save a different version of your file every so often - you'll soon be in a world of hurt! But saving all the different file versions inside your Unity project folder will eventually break it (or it will take ages for the Unity editor to load your project).
Reason no.2: Unity editor doesn't really use .max files directly, but converts them to the .fbx format implicitly, whenever it detects a change (that's what causes the long wait). There's absolutely not a single reason for you to lose control over the .fbx export process - so don't! The third important reason not to have .max files in your project is version control (more on that later, much later..)
So, here comes the first useful lesson in this blog (and so far the only one):
Have a separate project folder for your assets and import only .fbx and texture files in your Unity project folder, never .max files (or other similarly large and "useless" binary files).
Have a separate project folder for your assets and import only .fbx and texture files in your Unity project folder, never .max files (or other similarly large and "useless" binary files).
So without overthinking it, I started building my scene in Max. The most prominent object is definitely the terrain:
The concept behind making it is pretty standard (keyword: grayscale height maps), everyone who's ever used Unity's terrain tools (or Unreal, or Cryengine or whatever..) is familiar with the concept. There is only one (not very important) difference. These mountains actually exist and are located in Japan. Extracting real world digital elevation models is a part of my standard visualization workflow. I may write a tutorial someday if there's interest for it, but there are *similar* workflows readily available online, "OK Google..."
A couple of very simple objects make up the rest of this concept game environment. These are subdivided plane primitives with displace modifiers on them (Max's noise map drives the displacement).
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| Game environment in Max - self-illuminated materials, owing to the game's visual style |
Since this is in no way a well thought-out process with a clear goal in mind I've decided (rather impulsively) that it looks better in gray! In later posts dedicated to the game's visuals I'll explain the back story that evolved recently, about each of the 4 different worlds that I plan on making (this is world no.1)
The background seemed pretty dull. What's the point of making a cool terrain without anyone actually seeing it? I also wanted it to look slightly "cartoony" instead of those perfectly smooth Blinn's gradients. It's a standard Max material (with self illumination on 100), but it has this in the diffuse slot:
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| "..never draw a texture if you can make it procedural.." - a very clever person |
Also, a z-depth pass was rendered with the background and composited on top for some atmospheric perspective and added "coolness".
The final "world 1" background:
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| With UI elements, background and stuff.. |
As always, thanks for reading and please subscribe via e-mail on the top of this page and share with friends that might be interested.







