C-Beams - 1 Year of Development
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C-Beams - 1 Year of Development By JohnLogostini on January 21, 2025 Games C-Beams is a Space Action RPG made using Unreal and Blender.You can publicly follow its development from the team's weekly devlog videos. John Logostini reports on the project.After our first year of development, the new Distant Light Games team has finally announced our first project, C-Beams a new Space Action RPG being developed in Unreal Engine for PC SteamDeck and Linux, with more platforms yet to be decided.We have been developing C-Beams for the past year, with the project's founder, Charlie Goldberg (aka LevelCap), creating weekly dev logs. This has resulted in significant community contributions to the project even I joined as a contributor.Blender has been the primary DCC used for the project. Personally, I have been using Blender my entire life.All sculpting for the project was done in Blender, including the custom asteroid bases. These were blocked out using basic primitives, remeshed, and then detailed with custom brushes. Afterward, they were retopologized using the Exoside Quad Remesher addon. UVs were created manually and packed with UV Packmaster. While external addons were utilized, its incredible that the entire processing workflow for an asset can be completed directly within Blender. However, since the following video was posted, our workflow has evolved slightly. This video covers the primary workflow used for creating custom sculpted assets.As for other models, while not documented in as much detail, we used Blender for nearly all of the models in the game from blackout to UVs, and final game-resolution assets. Everything was done in Blender. Some data required for the engine was generated in Houdini; however, the final meshes were completed in Blender.Link C-Beams on Steam (wishlist) Dev logs playlist:
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