Tech Update #11: Environments!
Hello, dear friends! Allow me to do a bit different update today, one that is a bit less spicy than usual but hopefully just as interesting!
As many of you know, I make an effort to have backgrounds in Star Periphery of the same quality as the smut itself. One, I believe that these two can complement and enhance each other, and two, as was mentioned before, I want to have my game a complete package, both hot and providing cool and interesting things (and places!) to see. So, since I have never really shown you how I make my environments, let's take a look at the (simplified) process!
The first step is usually making a basic scene: how it will look, what will be in it, and what (simple) story it will tell. This means putting down simple architectural building blocks. In this case, we'll be looking at one of the streets of the PS-10 spaceport. After I put down the basic structure (and added some lights so that you can see something), I am left with this:
Rather plain, and not much can be seen. So, let's liven the whole place up and add some lights! Good lighting makes or breaks the scene, and Star Periphery is no different. So, after major tinkering with light sources, colors, angles, intensities, and volumes and making custom neon textures, here is the result! Easier said than done!
We now have the vibrant, neon atmosphere PS-10 is famous for. But the scene is still sorely empty, in dire need of filling! No matter the lights, it is also quite flat.
The third step is adding clutter. Objects, both small and big, everything to help to fill the scene, give your eyes some detail to look at, and make it look more alive. More importantly, clutter will react with the lighting we gave it earlier, giving the scene more depth.
From my experience, cluttering should be done in layers, with more details closer to the camera. So, with that in mind, our street towards the spaceport looks like this:
Now we are getting somewhere! The objects should also be placed to tell some story. In this case, this street is a part of the large PS-10 spaceport. As such, it is a sort of city within a city, providing all the necessities for all the spacers who can't or won't go deeper into the station. That's why you can see a fast food joint, a grocery, an electronics repair shop, and multiple other stores and kiosks. It is a busy place, so there is a little bit more garbage around than elsewhere on the station. And, of course, there is a holographic advertisement for Purple Den, the famous brothel! All so that a visitor can spend some of his money there, get everything he needs, and still be close to his ship.
But without people, the supposedly busy street is still too empty. So, let's take a look at that and make us some NPCs!
I generally keep a number of rather raw, basic characters for scenes like this. However, as there will be some people up close, I still need to make a few more detailed ones.
Characters like these serve two purposes: to make the scene alive and to test-run some potential side characters for the future. These are all still very raw, without the detailed work I put into my main characters. But still, if some of these raise some interest, they might later become much more!
So, with that in mind, I make characters that are spicier, like the busty shopkeeper, the billboard lady, or the fast food visitor:
I make weirder/funny/alien characters:
I make both grizzled space mercenaries and femboys:
Or romantic asteroid miner couple for the background:
And many more. I keep these models simple, with little detail to optimize the rendering process.
I finally put them all to our scene, pose them and do some last-minute changes with the environment, then render the scene and do all the post-work, and that leaves me with this:
(you can right-click and open the image in a new tab for full resolution!)
So, that's a simplified way of making my backgrounds. There is a lot more work going on under the hood, but these are less visually appealing activities (like making textures or doing post-work), so I won't bore you with these!
During your adventures in R6.5, you will see multiple new environments, all made with the same workflow!
That's it for today. I hope you enjoyed this little different tech update!
Have a fantastic rest of the day/night, and until next time, take care, friends!
Comments (21)
I love it, hope you make more content like this I would like to one day be as talented as you FYI I hope in future releases you let our MC also penetratr the other characters big booty just because they are so hot 🔥
Thank you, glad you like it! As far as male on futa action goes, I am not really planning any. Sorry about that!
the wait is unbearable and its only because I love this game :)
Just a little bit longer, both the update and the new UI are nearly there!
As per usual, your attention to detail never ceases to amaze. All those little pieces of clutter, muck, grime, and minor characters doing their own thing really do add up to make PS-10 feel real and 'lived in'. Fun fact: the first time I saw the 'Futa Maiden' logo, with the font and everything, I actually had to take a moment to stop giggling due to how unexpected it was 😄
Haha, thank you! There are more parody bands scattered around the game, and there most certainly will be more!
I know a bit of trash and grime is a given on our beloved PS-10, but I'm surprised there aren't a couple robots running around picking up loose scraps on most streets!
Oh, there are some, but they also tend to disappear to people's homes (and salvage) and reprogrammed!
This game seems to me to be a Cyberpunk meets Mass Effect type deal and I love it.
PS-10 is mostly cyberpunk, but you'll see some advanced high sci-fi and solarpunk places (like in ME) later on as well!
How about adding little things like walking up to strangers and ask random questions. It doesn't need to be long, just enough to ask one question. For example, walk up to them for directions. You could have a "dialog" where you approach them and ignore you. My point is to have something as a initiator for the character that way you can flesh it out in future release, or not but at least this gives you a chance to look at the model upclose. BTW, you could also do the same thing for poster/magazine, a inspect button.
These are some of the things that are planned for later on. You could see a hint of it with Lise's Day 3 when you can have more or less freedom in her workshop, or with the structure of the previous Bar Side Job when you can interact with people as you want!
Billent.
I absolutely live the environments and have more than once hidden the text so I can just look around for a few minutes. I especially love looking for all the graffiti and advertisements
Happy to hear that! These things will be omnipresent pretty much throughout the entire game; I have a very long text file full of ideas for both ads and graffiti/tags!
Love that you put so much effort into the world AND the story/characters. It's what got me so hooked on your game to begin, it feels like a living, breathing place and not a porn set.
Thank you; that is what I am trying to achieve! And I think it makes the porn hotter, too!
It so beautifully, I love the cyberpunk and future details
Glad you like it!
Your "things on set" or environments are some of the best in any video game. I gush at my friends about them (with strategically missing context) and I will sometimes just look at your backdrops and just appreciate all the work that wemt into making this "real"
Thank you very much! I enjoy making them, so I'm always happy to read comments like yours!
