Tuesday, 8 July 2014

Update (08/07/2014)

 Update: 08/07/2014

 Hello guys,

More good news. I present to you, the final Ninjato design. Mapped and Textured in Blender 2.71

I needed to get that grip right, as having the wrong materials and properties can drastically alter the overall look of the blade.

 Won't be long now ;-)

Thanks for your patience

 Mr O. Shonibare
InnerSanctum Games Ltd (2014).

Monday, 7 July 2014

UE4 Import and Materials test

Good Morning all,
You might be wondering where the weapons pack is, as it was meant to be released before the weekend.

The stringent mesh testing has taken longer than usual, and I was able to locate all inconsistencies and problematic geometry in a few of the more complicated looking weapons (Dragon Slayer Family and another secret weapon you haven't seen). Furthermore, some 3D applications really let me down big time :-( as applying operations to the meshes caused some rather peculiar artifacts.

I made the decision to rebuild all the weapons from scratch, seeing as the original concepts you saw were not optimized for game engine use. I once again apologize for the delay, but I can assure you it will be worth it ;-)  please follow @innersanctumgames for the latest updates.

The results of the engine tests are now producing geometry standards that I am completely satisfied with, and I know are suitable for release and use. Here are a few things for you to keep in mind:

1) All weapons have been UV unwrapped and are currently undergoing material and texture modifications.

2) Optimizations are taking place in Blender 2.71. Blender produces high quality, low poly meshes. Blender is truly a live saver. I wouldn't be typing this without it. And once you get the hang of it, everything else will fall in place.

3) The only engine that is being used to test the weapons is the Unreal Engine 4. It is also an excellent way to cross check your UV's and see if everything else is in order.

4) I will hold off from providing an exact release time frame, however all hiccups have now been removed, and the release of the pack is imminent. You can guarantee I am working around the clock on this (I promise I only played a very few hours of +Resident evil 6 )

Below are grabs from the UE4 tests, and all other optimizations:


Thanks for your patience, and stay tuned at @innersanctumgames on twitter.

Mr O. Shonibare
InnerSanctum Games Ltd

Wednesday, 2 July 2014

Release day update

Evening Update
 Hello guys!

Just thought I'd give you a quick update:

Some of you that might have been following the updates closely, and are wondering when the links to the weapons will go live.

As a result of some final evaluations, I have decided to delay the live date till 04/07/2014. 

As they say, the first 90% is the work. The last 10% is the hard work. This is very true, as high quality geometry with no problematic intersections was the basic spec for building this weapon pack. And the last 10% often results in going back to make a few modifications.

The good news is that all models have now passed the internal checks.

The slight delay also brings about a few redesigns, which you will see on Friday.

My apologies for the delay, but it's worth it ;-)


Good morning :-)

I am currently in the final stages of optimizing the weapons, to ensure that all problematic and intersecting geometry is taken care of.

This is imperative to handling any performance drawbacks and ensuring hidden faces do no pose a problem to your projects. Quality assurance FTW!

So far the experience of creating this weapons pack has been brilliant, and I look forward to revealing the real deal in a few hours.

Special thanks to all my twitter contacts. Thanks for all your RT's and favorites.


In the meantime, please enjoy the redesign of the decimator. This is a wire-framed unoptimized version:

By the way, I believe I might have lied. I said 16 weapons, but there will be 17 of them ;-)

Sorry, about the misinformation.


Mr O. Shonibare
InnerSanctum Games Ltd (2014)