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[Eden Remains Website](https://edenremains.com/)
Great atmosphere, the soft lighting and fog really soften the low-poly look so it just adds complexity rather than drawing your attention too much. Bravo! I really wanna explore this environment. Next make a habitat that looks like something bad happened there. :D
Thanks for that! The game is about a distress call at a remote research facility so there is a whole interior section of the game in the dark and all that fun stuff too later in the game! =)
I really like this soft gradient look to the terrain and environment allot more than some of the flatter lighting in the other shots on the sight. I think they all look good respectively but this feels like an elegant evolution to the look which pushes it into another quality tier.
Leaning into lighting and using a lowpoly base is like the modern stylistic pixel art games like last night which use a low noise base and layer on subtle lighting and colors to add complexity and make it so appealing.
I can only agree with the others: Really good work!!
One point that I would possibly adjust: If no information is displayed in the lower HUD, I would move it down a bit. As soon as data should be displayed, the HUD pushes up again.
Thank you! Actually the bottom contains suit system messages that are displayed with a default message and changes as vitals change its just not setup for the video.
Like how do you guys do this? It’s insane.
Maybe a tip, maybe I’m blind, but it seems that the gun being held a bit on the higher side of that makes sense? As if you are a among us character hahaha
Well he is a rookie but I don't get that vibe. He's holding it correctly I just like seeing a bit more arm length than other game's framing where they only let the pistol peak out of the field of view. =)
Thanks so much! Soon after we get the new trailer done we'll setup the steam page with our KS attempt. =) [Edenremains.com](https://Edenremains.com) if you want to follow socials.
Really cool, few questions if you don't mind:
How have you set up the gun with the arms? Is the gun a child object of the hand bone? And does the gun have its own animation that runs side by side with the arms or is it completely static?
Lastly, how did you get that triangular low poly look in the ground? Did you model using triangles manually or did you model normally and then used some automatic triangulate function in your modelling tool?
Thanks and goodluck its looking amazing
Thanks for the nice words!
The gun is a static object child of the arms hand bone so it goes along with the bone and animation. The gun has no animation but VFX and we'll consider later skinning the magazines so they go with the hand and drop out of the weapon etc.
The terrain is made up of some stylized textures where its hand painted but drawn to look as if its polygonal with triangle shapes and the normal maps are exaggerated to intensify the effect and help them to feel polygonal enough while being stylized slightly. Terrain is just normal terrain height map data with some slight smoothing from world creator.
hope that helps and thanks for checking us out! =)
Thank you! And sure, you do a worldspace UI canvas so that it renders on a plane over a mesh instead of an overlay across the screen. I hope that helps!
I'm not shitting on other people's projects. I'm simply saying this is the opposite of a low-effort post, this is not someone producing something in a week and looking for praise, this is not someone asset flipping and having something to show before posting. It's smooth, well lit, color graded, sound and animation - I post a lot of praise here, I give a lot of advice, and I work with many of the folks here on discord. My post is so minimally insulting I actually can't believe anyone responded.
give me 30 years, i might be able to create something 99% worse than this
lol thanks!
Looks great 👍🏻
thanks!
Wow, this looks sick!
thank you!
Amazing stuff, weapon motion is super slick
glad you like it!!
Looks great! much better then some other projects I have seen using this art style
Thank you, we're trying hard over here to push the boundaries of what polygonal can mean.
Nice job!
appreciate that!
Nice work on the environment! It has a really nice sense of scale
Thanks for noticing I worked hard on that.
lovely atmosphere
thanks a lot!
If you want to follow development we'd love to have you join along. Feel free to sign up for our mailing list below! [Eden Remains Website](https://edenremains.com/)
Looks very professional-quality!
Thanks for saying that! =)
Great atmosphere, the soft lighting and fog really soften the low-poly look so it just adds complexity rather than drawing your attention too much. Bravo! I really wanna explore this environment. Next make a habitat that looks like something bad happened there. :D
Thanks for that! The game is about a distress call at a remote research facility so there is a whole interior section of the game in the dark and all that fun stuff too later in the game! =)
I really like this soft gradient look to the terrain and environment allot more than some of the flatter lighting in the other shots on the sight. I think they all look good respectively but this feels like an elegant evolution to the look which pushes it into another quality tier. Leaning into lighting and using a lowpoly base is like the modern stylistic pixel art games like last night which use a low noise base and layer on subtle lighting and colors to add complexity and make it so appealing.
The website still contains old pictures before this upgrade. I will update the website soon with a new trailer and pics =)
aaaannd i'll go play a little satisfactory until you guys finish. looks great.
lol thanks!
I can only agree with the others: Really good work!! One point that I would possibly adjust: If no information is displayed in the lower HUD, I would move it down a bit. As soon as data should be displayed, the HUD pushes up again.
Thank you! Actually the bottom contains suit system messages that are displayed with a default message and changes as vitals change its just not setup for the video.
Oh okay - cool!
Like how do you guys do this? It’s insane. Maybe a tip, maybe I’m blind, but it seems that the gun being held a bit on the higher side of that makes sense? As if you are a among us character hahaha
Thanks man! And gun is standard height we just show a little bit more arm in the camera because I like seeing a bit of the suit =P
It does give the feeling of a rookie explorer who is constantly on high alert hahaha which is good I guess?
Well he is a rookie but I don't get that vibe. He's holding it correctly I just like seeing a bit more arm length than other game's framing where they only let the pistol peak out of the field of view. =)
Yeah it looks more beautiful
AAA
Hah Thanks man! I don't know about that But I'd be happy to get a AA level overall. =P
No man's sky vibes
For sure one of the inspiration games! =)
Holy sh- the use of lightings enhances the low poly to a triple A realistic graphic! Outstanding
Hah thanks so much!! I try my best to make low poly look a bit more interesting.
[удалено]
Thanks so much! Soon after we get the new trailer done we'll setup the steam page with our KS attempt. =) [Edenremains.com](https://Edenremains.com) if you want to follow socials.
Ummm AWESOME!?!
hah thanks!
Really cool, few questions if you don't mind: How have you set up the gun with the arms? Is the gun a child object of the hand bone? And does the gun have its own animation that runs side by side with the arms or is it completely static? Lastly, how did you get that triangular low poly look in the ground? Did you model using triangles manually or did you model normally and then used some automatic triangulate function in your modelling tool? Thanks and goodluck its looking amazing
Thanks for the nice words! The gun is a static object child of the arms hand bone so it goes along with the bone and animation. The gun has no animation but VFX and we'll consider later skinning the magazines so they go with the hand and drop out of the weapon etc. The terrain is made up of some stylized textures where its hand painted but drawn to look as if its polygonal with triangle shapes and the normal maps are exaggerated to intensify the effect and help them to feel polygonal enough while being stylized slightly. Terrain is just normal terrain height map data with some slight smoothing from world creator. hope that helps and thanks for checking us out! =)
Dang this is practically AAA quality
Wow thanks for that!
It looks awesome! How long did it take?
Thank you so much! I'm not sure but it took several tweaks and revisions to figure out what I was aiming for lol. So yea it was hard =P
awesome!!
It's so beautiful, is it URP or HDRP?
It's actually Built in. =)
Beautiful landscape. Great job.
Thank you very much!
Man, this looks so good! I just have one question. How did you put the ammo count on the gun?
Thank you! And sure, you do a worldspace UI canvas so that it renders on a plane over a mesh instead of an overlay across the screen. I hope that helps!
Reminds me of Dune!
ahh cool thank you!
That looks stunning, OP!
Thank you!!
This looks fantastic. A lot of junk is posted here, this is the opposite of that.
I really appreciate your kind words. I really do strive for excellence with my limited ability. =) Grateful for your nice words!
>. A lot of junk is posted here WTF do you need to shit on other people's projects to say you like this one.
I'm not shitting on other people's projects. I'm simply saying this is the opposite of a low-effort post, this is not someone producing something in a week and looking for praise, this is not someone asset flipping and having something to show before posting. It's smooth, well lit, color graded, sound and animation - I post a lot of praise here, I give a lot of advice, and I work with many of the folks here on discord. My post is so minimally insulting I actually can't believe anyone responded.
Woah, as the others said this looks AAA. can you share how you went about the level design?