Every journey starts with the right clothing: Robes and hoods are now part of Adrullan's rebuilt models. And this week, we're showcasing the models, the volumetrics, and the ability icons and ending with music previews from Tony Manfredonia.
New character models
Robes and Hoods
It may seem simple, but we can now have robes and hoods in Adrullan, which helps fix the 'old bathrobe' and pajamas look from our older models. This is also the first time we're introducing skinned meshes to our character models, while still matching our style. The robe and hood geometry not only allows us to have traditional caster robes, but allows us to layer on other elements to create interesting armor variances.
Female Geometry
Previously, the same mesh was used for male and female characters. We now have slight differences in the hips and block chest, which help to differentiate them from their male counterparts.
Full rework from the ground up
A UV map tells a 3D model where each part of a flat texture belongs. U and V are the horizontal and vertical axes of that 2D map; X, Y, and Z describe positions in 3D space. Our artists use a shared layout called the Universal UV, so they can paint an outfit once, stack and combine its layers, and fit it across races. Individual races can still have their own mesh and texture adjustments where needed.
Not only did we remodel every race from scratch, we also re-rigged, re-UV'd, and did a clean setup in Unity from scratch. Because the UVs changed, we also redid all armor textures in the game, bringing them up to our new standard in terms of quality.
A Base to build on
In addition to the much-needed rework, having a 'perfect' foundation sets us up so we can quickly and efficiently produce more quality armor across the game. Since we knew we were always going to redo the models, we stopped creating new armor. We're hoping that the next few months will usher in an 'armor renaissance' in Adrullan, where you'll start to see lots of custom armor to show off on your character.
New Hair and Facial Hair System
We also completely changed the hair system in Adrullan, allowing players to further customize their look. Female hair has gotten a massive upgrade over the old system, giving a new dimension to the game. We also separated eyebrows and beards into their own options.
New ability icons
Our artists are steadily building a full, in-house set of ability icons. The reskin is still in progress, with older artwork remaining in the game as replacements are finished. We're working toward a more consistent look and clearer distinctions between abilities on your hotbar so that 10 different abilities aren't sharing the same icon.
The six pairs below show work across different classes, highlighting one ability from each of their arsenals. They're shown at the native 32-by-32-pixel size, where shapes and colors need extra effort to communicate the story they're trying to convey.
Art across Adrullan
Put those robes against the pale stone and autumn trees of Solendris, and the city begins to dress the part. Terraces, stairs, and bridges carry its buildings along the cliffs. After dark, warm pools of light lead the eye toward doorways and paths.
The city's clothing has been developing alongside its architecture. Robe studies explored different collars, colors, and an eye motif. Work on residents' outfits carries that identity down to the people you meet in the streets.
A familiar world in a new light
We've been building a new volumetric lighting system for Adrullan. Sunlight and moonlight pour through the trees in soft shafts, while torches and lanterns glow through the evening haze. The sun and moon cast real shadows. A road you know by daylight can feel rather different on the return trip.
Above the treeline, blocky voxel clouds gather ahead of rain and storms. The reworked night sky and shooting stars give you another reason to look up between fights. Down among the trees, sunlight catches the edges of the canopy, leaves and grass move with the wind, and bushes bend aside as you and the creatures around you pass through them. And after a torrential rain breaks, you'll find the droplets of water still falling from tree leaves.
That attention to movement carries into combat, too. Melee swings leave visible swooshes, Monk strikes land with bursts of energy, and weapon imbues have their own glow. These are new, exciting details you'll see while playing, whether you're watching the weather roll in or keeping your eyes on the next pull.
You can tailor the view under Options → Video → Performance. Volumetric Lighting and Voxel Clouds have their own switches, as do Lit Leaves, Interactive Foliage and Weapon Effects. Regional Fog, Ambient Effects and Heat Shimmer can also be adjusted, alongside Weather Quality, so you have some choice over how much atmosphere and movement fills your screen. Your groupmates might even understand if you get lost in the vibe.
Listen to Nighttime and Swamp (work in progress)
An MMO's score has to live with you long after the first arrival. Tony began Adrullan's soundtrack with its big themes: cities, races, the main theme, and combat. During testing, much of what players heard was that larger, thematic music. His next phase gives the stretches of exploration between those moments more room in the score.
Tony describes the goal as "music that suits the needs of a wide array of locations." Regional themes such as Ardent Vale's still give places their own identity. Alongside them, exploration tracks can be reused according to the biome and time of day, connecting the music to the conditions of your journey as well as its destination.
Each of these new pieces has versions and variations, giving familiar journeys more music to return to. Listen to Nighttime and Swamp below for a preview of this work in progress. Tony has more on the way.








