Hello everyone,

I hope you and your loved ones are doing well.

I’m very happy to present to you the art samples showcasing the final art quality in Sacred Fire. They say an image is worth a thousand words:

And here is a full-figure shot:

And another one:

There you go, we are down 3,000 words.

I’m excited about the quality of the clothing simulation, facial expression, and the close-up shot. It took the better part of a week to figure out how to upgrade the pipeline (some tools just do not work), but now the pipeline is fully functional.

Mixing cloth and rigid bodies in the simulation (e.g. the belt buckle), is non-trivial, but the results are worth it. The best part is, some of the previous time-consuming tasks have been sped up:

1)  In the case of cloth simulation, the software (Marvelous Designer) got a ‘GPU calculation’ button, which is the most amazing button in the universe. What took 10 minutes on the CPU, takes 30 seconds now. This is a lifesaver.

2) Another bottleneck in creating character art can be the rendering and animation of mesh hair. My solution to convert the mesh hair to a curve defined dynamic model cuts the render time dramatically, and enables full simulation, but the conversion process was quite laborious. Now, thanks to getting my hands dirty with some python scripts, all the laborious parts of converting mesh hair to dynamic hair are fully automated.

I’ve  also completed another huge task – the selection of all assets from various marketplaces, so I know I have enough to build the whole game –  characters, locations, animals, weapons, props, etc..

I’m looking forward to hearing what you think.