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Overgrowth guest art spotlight - Gabriel Verdon's Beaver Builder

May 17th, 2010

This is a guest art post from Gabriel Verdon who created an amazing rendering of a beaver builder in the fan art thread. Below are insights he was kind enough to share with us about what drove him to pursue art and how this awesome Overgrowth-inspired piece came to be. How did you get started making art? I've been ...

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Rat Nests

May 3rd, 2010

The rats living in the great desert favor their traditional dwellings of mud and grass, which they build following the short rainy season. These structures are usually situated near rocky outcrops for stability and camouflage. Because of their large collection of accumulated belongings, each nest usually only houses a few rats. After years of drought, this outpost deep in the ...

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Overgrowth Fan Art Spotlight - Bear Clan by Andrige

April 30th, 2010

This is a guest post from Andrige (aka Triggerman on the NS2 forums). You might remember his awesome NS2 OG Collaboration piece that was created during the Organic Indie Preorder Pack. However, since then he has posted some awesome bear warriors on the Wolfire forums. Andrige was kind enough to let us share them on the blog and provide us ...

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Soft Particles

April 28th, 2010

In games, particle effects like smoke or fire are drawn as image squares that always face torwards the camera. This looks fine in most cases, but the illusion is destroyed when these particles intersect with the environment and reveal a flat intersection line. Below you can see the flat intersection of a 'hard' smoke particle on the left, and the ...

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Sword Breaker

April 26th, 2010

If he only breaks your sword, consider yourself lucky. Heavy armor is excedingly rare in Overgrowth, and not without drawbacks, but offers excellent protection against cutting weapons. You can read more about the dogs in the Overgrowth comic.

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Angular and linear keyframe blending

April 24th, 2010

In games, character animation is usually done using keyframes. That is, by defining important poses and placing them on a timeline. For example, in a roll animation, the keyframes might look like this: Note the green and red borders around keyframes 1 and 2 -- they will make it easier to identify them again later. As you can see, there are ...

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Planning Assets

April 18th, 2010

Although there are many times when I think planning ahead for assets is not especially needed, I have decided this time to come up with a plan for making a set of temperate rainforests plants and trees. Before getting to this point I did a lot of test assets and prototypes but I am pretty sure I have worked out ...

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