So… how’s things? Yeah, that’s cool. I’m over here playing with Archimatix (AX) and it’s pretty much the best thing ever. I’ve been watching this great tool develop over the past several months (though the dev has been working on it for much, much longer than that), and I have to say that I am incredibly impressed. I’ve been fooling around with tutorials and random stuff for the past day to see how things can fit into Labyrintheer.
If you recall my earlier posts on the topic, I am not an artist. I am especially not a 3D modeler. Much of what I’ve been able to accomplish thus far has been thanks to the incredibly awesome 3D assets provided by InfinityPBR. I’ve seriously considered how I’d ever get those sweet, custom models for some of the things I’ve considered in Labyrintheer over the past few years, and AX is the answer (I hope).
I’ve been messing with some of the node types just to get a feel for it, and one of the things I wanted to be able to do was some oddly modern, organic shapes as structures and “art” statues in some areas – mostly towns and wilderness, but not so much dungeons and caves. This was my first attempt at using the FreeCurve node to knock out from a block and have a very open and extremely simple thing.
Ignore the robot – I don’t think that Labyrintheer is going to have robots. But Robot Kyle is the AX spokesbot and it here just for scale.
While this won’t make it into the game, I don’t think, I plan to use this concept to create monoliths that showcase the twelve elements in the game. This was actually an attempt at using something like a freehand drawn Fibonacci spiral as a cutout. It didn’t do quite what I expected it to, but that’s part of the true fun with AX… the things that don’t work the way you expect, but give you interesting new ideas.
At any rate, I’m sure I’ll be posting about AX now and then and maybe even showing off some assets that could end up in the game. But for now I cannot recommend Archimatix highly enough for any Unity developer or artist. It’s an utterly fantastic tool.