Over six years to Early Access. A long project, but personally also a huge learning experience for tools development and node based systems.
Now the real work starts with the game and its tools in the hands of the community.
#gamedev #indiedev #indiegame
store.steampowered.com/app/2280350/...
Posts by Jani Kahrama
A screenshot of a "genre pack" for Turbo Dismount 2 in Unity. A node-based system used in the 3D viewport.
Expanded view of a genre pack's logic flow.
Who knows how this will work out, but user levels for Turbo Dismount 2 are made in Unity with our own node system that permits users to make even custom game logic.
Since dogfood is yummy, we make all the levels in the game with the same tools.
#indiegame #gamedev
What's everyone's approach to mesh colliders?
For Turbo Dismount 2 we came up with a solution that leverages the neural networks of our artists.
Artists mark convex sub-regions of the mesh with face colors in Blender. The color islands become individual optimized convex hulls.
#indiegame #gamedev
We built a parallelized and distributed batch tool. Our game currently has 1053 3D objects, and processing this entire asset catalogue with subdivision, occlusion, thickness, PBR channels and multi-layered colors takes 120 seconds on a single ryzen 9950X.
github.com/FrandSX/sxba...
The UI for SX Tools 2 for Blender, showing the layer list and the tool modules.
Export-ready object processed by SX Tools 2 batch script.
The low-poly control cage prepared by the 3D artist.
Our art pipe is essentially about annotated super-low-poly control cages for subdivision. The artist's responsibility is to model half a cage, mark edges with crease and bevel values, assign face colors, and leave the monkey work to the computer.
Here is the link to our Turbo Dismount 2 art tool for Blender. It makes multi-layered PBR vertex colors straightforward. Supports AO, gradients, curvature, convex mesh colliders, custom project workflows etc.
#blender #b3d
github.com/FrandSX/sxto...
Introductions!
I’m Jani from Secret Exit, a Finnish indie game studio.
For six years we’ve been developing a game called Turbo Dismount 2.
I feel my best contribution to the project has been the Blender side of our PBR vertex color art pipe.
Node graphs and tech art are of particular interest.
Pardon me, is this seat taken?