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Today I will just share a few 3d models that I worked on for Myha. They were either used for puzzles or to fill the island. It might not be obvious, but modeling objects is time consuming and I had to make these models simple in order to go as fast as possible. Anyway it should help to fit the retro feeling that I want to give to the game, so I think it's good?

First I worked on the cosmonaut. That was one of the first things I did in early December. I needed the model to work on the short opening film and begin the project. I didn't really have the time to create an all new character, so I used the model that I had created for my game ASA, and I just updated a few things. I changed the helped, colors, etc. I tried to choose colors that remind soviet cosmonauts, but I wanted to do something different because this cosmonaut comes from a fantasy world (planet Terra), region Tongolia. In the mythology of the Black Cube series, Tongolia is an equivalent of Asia, and the hero of Myha comes from a part of this world that could more or less remember Russia (which explains some of the designs of the game). Also, Myha takes place in 2012, which is far in the past compared to ASA (2057), so this spacesuit couldn't look too advanced on a technological point of view.

Then I had to create some models for the island and puzzles, as explained above. In order to create them, I had to have in mind the final ideas for the game. So now you see why ot was so important to prepare a map of the island before, in order to know what I need to do, where to place the puzzles, and what they are supposed to do. For example I needed several large gates that are originally closed, and they need passwords to be opened. So the gates have a keyboard device in order to input the password.

I think it is better if I don't tell too much about these 3D models, because it could spoil the game, so please have a look at them:

Tomorrow I wil try to show the final design of the island. I think that now it is ready to be rendered to pictures, with textures and lighting. We'll see how the renderings work today!