Good progress so far! May i suggest some trick - it's pretty common that there's aliasing in very specular heavy/reflective materials when they have sharp gaps (like between the floor tiles or planks), caused by the sudden normal direction change, i suggest lowering the spec/glossinesss in the spec/gloss/roughness/metallic maps around those gaps (can just add those lines, and then copy the layer with slightly blurring them, so they will form slight gradients into the gap) - that will drastically reduce the glossiness on the very edge, plus one may argue that's more realistic anyway, since all the dirt is accumulating in those areas over time)
If you could combine elements of Skyrim, Red Dead 2 and this incredible engine, you would have the greatest pirate game of all time. Even if it takes a decade.
I’m a bit confused, will you have things like a crew that you can command in the game? Is it based on any real places on Earth or is it in a fictionalised setting? It’s oddly lonely to see you walk around in such a ship with nobody else around.
It's a fictional setting -- though a somewhat grounded one. I haven't made any decisions on crew yet. It makes sense to add them, but currently there's no real purpose to them.
@@2eightnine It is beautiful! The floating physics would be really unrealiable at long distances though, I'd find my ships being catapulted into orbit when changing LOD
@@zamnodorszk7898 Definitely has some issues. I don't utilize Crest's built in water physics as it's definitely a little undercooked compared with the visuals.
Why can't the helm go up one deck? This ship is virtually unusable when playing solo for that one reason. But one deck up would give it perfect visibility, at the expense of cover from the elements
Few reasons -- mainly in the case of realism, as it's where the helm would typically be on a ship of this style. Also part of the intent to have really large ships be less practical for navigating in difficult areas. That said, you can navigate via warping/kedging from the platform on the bow, as well as steer via the external view if desired.
Good progress so far! May i suggest some trick - it's pretty common that there's aliasing in very specular heavy/reflective materials when they have sharp gaps (like between the floor tiles or planks), caused by the sudden normal direction change, i suggest lowering the spec/glossinesss in the spec/gloss/roughness/metallic maps around those gaps (can just add those lines, and then copy the layer with slightly blurring them, so they will form slight gradients into the gap) - that will drastically reduce the glossiness on the very edge, plus one may argue that's more realistic anyway, since all the dirt is accumulating in those areas over time)
Neat trick. Thanks
Wow, impressive! I'm a huge Sailwind fan, so I'm definitely interested in this development.
Thank you. Sailwind is excellent. :)
wow. great models and textures
Thank you. :)
Great video and loved the world lore, that'll be fun for you to develop and drop in on undiscovered lands.
Love it, but was hoping for 3 hours worth of tour! lol
Maybe next time. ;)
@@2eightnine When can we expect a demo?
@@Wujek_Dobra_Rada My aim is for Q3/4 of this year -- but very much subject to change.
I was hoping for the secret of time travel! 3hrs in 7mins. Lol
If you could combine elements of Skyrim, Red Dead 2 and this incredible engine, you would have the greatest pirate game of all time. Even if it takes a decade.
Might take more than a decade.
DAMN THIS IS COOL
great job !
thanks!
I’m a bit confused, will you have things like a crew that you can command in the game? Is it based on any real places on Earth or is it in a fictionalised setting? It’s oddly lonely to see you walk around in such a ship with nobody else around.
It's a fictional setting -- though a somewhat grounded one. I haven't made any decisions on crew yet. It makes sense to add them, but currently there's no real purpose to them.
You know, I''m something of a Crest Wave library user myself.
It's an excellent tool.
@@2eightnine It is beautiful! The floating physics would be really unrealiable at long distances though, I'd find my ships being catapulted into orbit when changing LOD
@@zamnodorszk7898 Definitely has some issues. I don't utilize Crest's built in water physics as it's definitely a little undercooked compared with the visuals.
Font needs to change.
Why can't the helm go up one deck? This ship is virtually unusable when playing solo for that one reason. But one deck up would give it perfect visibility, at the expense of cover from the elements
If I remember correctly, there is a mechanic for pulling up a ship at anchor: after taking the anchor by boat to the bay.
Few reasons -- mainly in the case of realism, as it's where the helm would typically be on a ship of this style. Also part of the intent to have really large ships be less practical for navigating in difficult areas. That said, you can navigate via warping/kedging from the platform on the bow, as well as steer via the external view if desired.
I'm not bothered about combat in the game