Artstyle

The artstyle that we are trying to go for Fate of Glocken is a realistic texture style with a mix of scifi. Using PBR texture workflow will be done for weapons, equipment and the world. To suit this artstyle, we will use texture database websites and tiled textures. Some locations will be in rubble so they need to look destroyed, some places on fire, etc. Using metal and holograms are a few things that will be used throughout the world to show that technology has advanced. Spaceships and hovering vehicles are also things that will be used.

This page is outdated, the new artstyle can be found below.

PBR [Physically Based Rendering]
PBR stands for Physically Based Rendering, pretty much meaning that the materials will react to the world. These things include metallic, roughness, specular, emissive, and more. We will make use of all of the tools that UE4 includes for its materials.

New Artstyle as of 9/17/2015
To allow for more content and easier chance of working on the game, we will be making the artstyle a low-poly style with solid colors, however still keeping some detailed meshes. Games like No Man's Sky and Unturned are some examples that we will be taking from. We will still be using a PBR workflow meaning that we will have metallic, roughness, specular, emissive, and more.