Posted February 28, 2023 by telchior
#creatures #ui #evolution #inverse kinematics
In February, we finished:
Transgenic: an organism whose genome has been altered by the transfer of DNA from another breed. TIL! Here’s our not-yet-transgenic crocodile in 3ds Max:
In January we canceled our plan to use CCD IK. Now we’re using regular-old-IK. We’ve found a ground fitting algorithm that works for us, too, so the creature’s feet stay on the ground no matter what angle it’s walking on — up hills, up stairs, etc.
Shader material layers are pretty fun. Basically, we get to overlay the original texture and normal map with a new one, then use a gradient map to determine how much of the part is covered (as long as the UVs are set up correctly!). Here’s an example:
In the 1,2,3 marked locations, the tail, left and right legs have their own textures: yellow feathers and brown fur. But since they’re adjacent to the green scaled torso, they inherit some green scales too.
By next month you’ll be able to have a setup like a crocodile torso with tiger legs. So the crocodile’s green, scaly torso would extend partway onto the tiger legs. With the chicken example it looks decent already, once we improve on the gradients it’ll look even better.
Finally there’s the evolution UI mockup:
I’ve got a really ugly version of the left hand size set up in Unity. For whatever reason I’m feeling motivated to start exploring the UI style already. But I can’t settle on an exact style or reference yet.. Hrm. Maybe something in the direction of Wild Hearts? Here’s a shot from a recent stream:
Supposedly the game is buggy as hell, but it looks nice!