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(un)Lucky7 UL7
STEAM GROUP
(un)Lucky7 UL7
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ABOUT (un)Lucky7

Unlucky Seven

Do you like the game?
Simply ADD IT TO YOUR WISHLIST! It shows us your support and helps us out quite a bit!

http://steamproxy.net/steamstore/app/579120

Unlucky Seven is a horror adventure about a team of death row prisoners stranded in an alien base.

Your choices change absolutely EVERYTHING around you! Different decisions lead to totally new storylines with different locations, puzzles, scenes, dialogues and a multitude of final outcomes!

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Unlucky Seven - Update #1 - Pixelart in 3D world
Originally posted by Reminder:
Add Unlucky Seven to your wishlist! It shows us your support and helps us out quite a bit!
Be sure to follow us on Twitter and Facebook[www.facebook.com] for the latest news!

Plain text version of the blog entry:

Let’s be honest, our team got infected with the pixelartosis. Yes, we got lost in the beauty of Hotline Miami and Papers, Please, which reminded us how much we missed Another Worlds and Jazz Jackrabbits. Like dozens of other developers we had decided to add our own drop to the wave of nostalgia, which resulted in making of The Way.

It might seem that two years of work should effectively satisfy the need for expressing ourselves with pixels, but we simply fell in love with this style. Of course, you can change the object of your love, but it's like trying to remove a tick from your heart. With this emotional deformity, we started creating our next game.

Unluckily, during the design phase, we remembered some of our other childhood romances, such as Gothic, Silent Hill or Soul Reaver. We were torn between worlds of 2d and 3d. Which of them would work better? Which one to choose? We couldn't decide...

...So we let the two worlds collide. You can view the result in full 3D (and even in VR!) by simply checking out the model placed at the very top of this post!

Stylistically Unlucky Seven is our recipe for a combination of eighties and nineties aesthetics. This is the new form of pixelartosis growing in our humble laboratory. We really hope to get all of you infected when it's complete.

Welcome to our weekly logs from our experiments!

Today Pawel (our lead artist) wants to say something about creating a character in this style:

Originally posted by Pawel:
I do all the work in Blender. Modeling usually starts with a cube, which I divide into sections and extrude some of them to create a form for a character. Then I perform multiple iterations of this process until it’s well shaped. The final model does not have to be too complicated, a simpler one goes better with large pixels on a texture. Like in good old games. We decided to use only the diffuse maps, to not interfere with pixelart style.

After unwrapping the mesh, I choose a few basic colors (based on my concept art sketch) and I cover each element, such as trousers, jacket, shoes or head, with one. Then, using variations of brightness and hue I paint details such as corners of clothes. I'm always trying to use a limited palette, but sometimes I leave some texture regions "dirty" to get a less structured effect and to save some time.

I designate a different pixel density for different parts just like you normally would with high-poly models with high-resolution textures. A head requires more detail, unlike trousers. I’m trying to hide seams with objects overlapping each other. If it is impossible, I leave a small offset between texels. They are barely visible.

Due to the irregular form of the mesh it is not possible to keep perfect square shape of texels (big pixels) on its surface. Perfect shape like this could be only achieved when objects are formed from cubes and planes. Fortunately, small distortions are not visible to the player. In some places, I use them to get a little bit more detail than normally allowed by a texture. For example, eyebrows forms are arched and slightly narrowed toward the center of the face, although this fragment corresponds to one pixel.

I enrich the characters with fuzzy elements such as tufts of fur on body parts, but instead of simply using planes with a transparent texture applied (like regular games do) I extrude individual planes. I narrow them gently at the ends and set at a proper angle relative to the surface to make them easily visible.

When the model and its textures are done we can finally preview it in our game engine. However, some additional preparations are needed to make sure that the pixelart textures display correctly... But that's a story for another update!

WE ARE BACK FOR GOOD!
25 Comments
baxger 1 Jan, 2018 @ 6:46am 
What brought me here first was the old concept, it looked nice and charming (graphics are not all) but the new concept? Well I have to wait and see.
Sashka-サシュカ 17 Sep, 2017 @ 10:22pm 
RIP old concept
ResolutionBlaze 25 Jan, 2017 @ 6:56pm 
ITS BACK BEECHES!

I am excited!
Athelorn 24 Oct, 2016 @ 9:32am 
No need to thank me: (Un)lucky7 is just a good game that needs economical help. I just hope that the developers did not left completly to the ashes this project.
Vanilla Knight 24 Oct, 2016 @ 8:15am 
Thank you for your effort.
Athelorn 24 Oct, 2016 @ 8:08am 
I alredy noticed that: I asked them to be friend on steam (because stema won't let me send message without being friends. Yay) and this is my only trail for the thing most close to a personal contact. Hope they will reply me or any of them still reads about comments on this group. One accepted the friendship request but still waiting for a reply

Up until now, had no luck contacting them via their email of the group, looking for personal numbers or emails ^^'' I even tried to get some contact trough Fox Amoore, but still no luck to get a reply.

Let's hope for the best
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