BIOASSHARD UPDATE 7/17/2025
Hello everyone!
Time for a new report.
This
is like a part 2 of the previous report, since, basically, all
the main progress done has been for the upgraded Enemies.
This has been the focus lately, since
adding so many variants, involves more work. Getting the necessary morphs ready for exporting, the rig joints fixed (orientations tend to be a mess), the UVs correctly placed in one island instead of using UDIMS, rigging the clothes (making UVs and materials for them as well), getting all the textures ready for all the variants they have now, etc.
Also,
since the main characters have more polygons now, to optimize the game the best we can, we decided to sacrifice polygons in the enemies, so to avoid making it too noticeable,
I’ve been also baking maps from high poly models to this low poly ones, this way, you shouldn’t notice that much of a difference.
Other area where we’ve been optimizing has been the skin shader. Back in the Arena, the skin shader was pretty similar between Julia and the enemies. Now, the main character shader is more complex and of higher quality than before and so we tried to compensate that reducing the load on the enemies’ one. Right now, what’s left for the upgraded enemies, is:
- Some of the other “
surprises” I mentioned in the previous report, that I don’t want to reveal yet
- Painting the materials for the clothes (
we should have left them naked as in 0.0.1-0.0.3 Arena versions )
Are we, maybe, going too far with the enemies? Maybe
yes, but
we’re really striving to give our best to you all.
Adding some screenshots to show how they’re (
their skin shader more specifically) looking so far. Let us know what you think below
And that’s going to do it for this report.
And now, time to get back to dying in here working without fresh air (yeah, still waiting to get that fixed, they’re laughing at us )!
Much love everyone
Until next time .
-Meguido
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